Eternal Alchemist (3.5e Prestige Class)

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Eternal Alchemist
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Eternal Alchemist[edit]

"I must live forever so that I can learn all there is to learn."
—Leder Tulip, Elven Eternal Alchemist, "Musings of an Immortal"


As an Eternal Alchemist, you seek to unravel the mysteries of the world and perfect youself through magical means. Years of brewing potions has allowed you to make them more potent and efficient. You also excel at modifying spells with metamagic.

Becoming an Eternal Alchemist[edit]

To become an Eternal Alchemist, you must constantly work to better yourself in the workshop and on the battlefield.

Entry Requirements
Alignment: Any non-Chaotic.
Skills: Alchemy 8 ranks, Concentration 8 ranks, Craft (Poisonmaking) 8 ranks, Spellcraft 8 ranks, Heal 4 ranks.
Feats: Brew Potion, any two other metamagic or item creation feats.
Spellcasting: Must be able to cast spells of 1st level or higher.
Special: The character must have brewed at least 3 potions before having access to this class.

Table: The Eternal Alchemist

Hit Die: 1d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting Wizard Spells per Day (reference)
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Enchanted Flesh, Poison Use +1 level of existing arcane spellcasting class 3 1
2nd +1 +3 +0 +3 Antimagic Field 1/day, Internal Medicine (disease), Metamagic Bonus Feat +1 level of existing arcane spellcasting class 4 2
3rd +1 +3 +1 +3 Internal Medicine (poison), Magical Brewer, Item Creation Bonus Feat +1 level of existing arcane spellcasting class 4 2 1
4th +2 +4 +1 +4 Antimagic Field 2/day, Internal Alchemy, Magical Sensitivity +1 level of existing arcane spellcasting class 4 3 2
5th +2 +4 +1 +4 Metamagic Bonus Feat, Alchemical Electroplating +1 level of existing arcane spellcasting class 4 3 2 1
6th +3 +5 +2 +5 Antimagic Field 3/day, Item Creation Bonus Feat, Extended Alchemy +1 level of existing arcane spellcasting class 4 3 3 2
7th +3 +5 +2 +5 Delayed Alchemy, Alchemical Link +1 level of existing arcane spellcasting class 4 4 3 2 1
8th +4 +6 +2 +6 Antimagic Field 4/day, Metamagic Bonus Feat, Potent Alchemy +1 level of existing arcane spellcasting class 4 4 3 3 2
9th +4 +6 +3 +6 Item Creation Bonus Feat, Guarded Life +1 level of existing arcane spellcasting class 4 4 4 3 2 1
10th +5 +7 +3 +7 Antimagic Field 5/day, Alchemical Immortality +1 level of existing arcane spellcasting class 4 4 4 3 3 2

Class Skills (4 + Int modifier per level)
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (Int), Listen (Wis), Profession (Wis), Spot (Wis), Spellcraft (Int)


Class Features[edit]

All of the following are class features of the Eternal Alchemist.

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an Alchemist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spells: To cast a particular spell, you must have an Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any). You cast spells as a Wizard does. Table: Alchemist Spells Known, below, details how many spells you can learn at each level. An epic Alchemist’s number of spells per day does not increase after 10th level. Choose your spells from the Wizard's spell list.

Poison Use: Eternal Alchemists are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Enchanted Flesh (Ex): An Alchemist has the ability to alchemically store magical effects within his own body. Essentially the Alchemist uses the Brew Potion feat as normal, but stores the potion within himself. He can activate the potion through concentration as a standard action that draws an attack of opportunity, like casting a spell, and can channel the effect into another target by touch if desired. The maximum number of enchantments the Alchemist can store at one time is equal to his levels of Alchemist plus his Constitution score, but if he is ever slain, they are all immediately ruined, even if he is subsequently returned to life.

Antimagic Field (Sp): An Alchemist can cast Dispel Magic as a spell-like ability once per day per two levels of Alchemist he has. For example, a Lv 7 Sorcerer/Lv 5 Alchemist can cast Dispel Magic twice a day. The spell is centered around the Alchemist, affecting everything within a 20-foot radius. You must succeed on a seperate Dispel Check (1d20 + your caster level, max +10) versus each ongoing spell in the area. The DC for each Dispel Check is 11 + the spell's caster level. Spells with an instantaneous duration cannot be dispelled, as their duration ends before Dispel Magic can take effect. If you succeed on a Dispel Check against a magical item, the item's abilities are suppressed for a number of rounds equal to 1d4 + your caster level. You can choose to succeed automatically on any Dispel Check against a spell that you casted yourself.

Internal Medicine (Ex): At 2nd level the Alchemist gains such precise alchemical control over his body that he can purge himself of diseases, including magical diseases such as mummy rot and lycanthropy. Whenever the Alchemist is at risk of being infected by a disease, he can make a Heal check as a free action in place of a saving throw, and use that result for his save. If this Heal check is successful, the Alchemist purges himself of the disease and need not make any further saves against it. If the disease does not normally allow a saving throw, the Alchemist may still make a Heal check to resist it (DC 10 + 1/2 the inflicting creature's HD + the creature's Constitution modifier). At 3rd level, the Alchemist gains the same abilities with regards to poison. If the Alchemist does not or cannot use this ability when he first encounters a disease, poison, or appropriate magical effect, and he becomes affected by it, he may later make a Heal check (as above) to purge himself of it, as per the spells remove disease and neutralize poison, respectively.

Magical Brewery: At 3rd level, the Alchemist gains increased mastery of the art of brewing potions. When determining the cost in XP and raw materials of potions that the Alchemist brews, including the use of his Enchanted Flesh ability, multiply the base price by 75%.

Internal Alchemy (Su): At 4th level, the Alchemist develops such precise control over his body and bodily forces that he gains the ability to cast personal-range spells and other spells which affect only him without somatic, verbal, or common material components, as a full-round action. To do so, the Alchemist must make an Alchemy check with a DC of 20 + the level of the spell he's casting. If he fails this check he loses the spell.

Magical Sensitivity (Su): At 4th level, the Alchemist is so finely tuned to magical forces that he can detect the presence of magic as a supernatural ability similar to the spell Detect Magic. This ability is in constant effect. The Alchemist can determine the origin and school of the magic involved. By studying a magical item or artifact for ten minutes, the Alchemist can determine any and all properties of the item, as if he had cast Identify on the item. In addition, the Alchemist gains a +2 bonus on Spellcraft checks to recognize another spellcaster's spell.

Alchemical Electroplating: At 5th level, an Alchemist gains the ability to alter the metallic properties of a weapon, shield, or piece of armor. As long as he has access to the proper tools, and a supply of the substance in question, he can coat a weapon in a metal to have it permanently be treated as a weapon of that type. The new weapon adopts the hitpoints and hardness of a typical wepon of that variety. For example, a Steel Longsword plated with alchemical silver becomes a Silver Longsword with 1 hit point and hardness 8. A Steel Chain Shirt plated with mithral becomes a Mithral Chain Shirt with 20 hit points and hardness 15. The armor gains the properties of an armor of that type, weighing half as much, increasing the max Dexterity bonus by 2, decreasing the armor check penalty by 3 (to a minimum of 0), and reducing arcane spell failure chance by 10%. The cost to electroplate a piece of equipment is half the cost of what it would be to upgrade a piece of equipment of that type to a new type of metal normally. For example, to enhance a Steel Heavy Mace to an Cold Iron Heavy Mace usually costs 324 gp. Doing so via electroplating costs half that amount, 162 gp. The process takes a number of days equal to the cost/1000 gp. So electroplating a heavy armor with mithral (costing 4500 gp) would take 5 days worth of time. Craft points cannot be used to speed up this process, as electroplating carries no experience point cost. Only one type of metal can be applied to a piece of equipment at a time- you cannot make a Mithral Adamantine Cold Iron Full Plate. A metal cannot be electroplated to an item if it could not be made that way naturally- for example, you cannot apply Mithral to a Padded Leather armor, or Adamantine to a Quarterstaff. A weapon cannot be electroplated if the metal portion of the weapon contributes very little to damaging the target- for example, Longspears and Nunchucks have metal parts, but electroplating them would make very little difference in combat. Ammunition can be electroplated following these same rules. The only metals that can be electroplated in this way are Steel, Mithral, Adamantine, Cold Iron, and any appropriate campaign specific metals. You can also electroplate metals such as Gold and Platinum onto a weapon or armor to make it a heavy weapon or add additional properties (see Magic of Faerun, page 179.) In this case the cost to electroplate the item in question is half as much as it would be to buy a weapon of that type normally.

Extended Alchemy: At 6th level, the Alchemist can brew potions that have extended durations, as if under the effects of a Extend Spell feat, without altering the level of the spell. He may also use this ability with his Enchanted Flesh and Internal Alchemy abilities, though with the latter extending a spell adds +5 to the DC of the Alchemy check required to cast it.

Delayed Alchemy: At 7th level, the Alchemist can brew potions that contain no spell within. The potion effectively does nothing when consumed. Whenever he wishes, the Alchemist can cast a spell into the potion, making it into a potion of that type. A potion of this type has a base price of 500 gp, and can be crafted for 20 experience points and 250 gp in raw materials. It takes one day to create the potion. The advantages to making a potion in this way are that it only takes one day to craft, it can be potentially cheaper than crafting a higher level potion, and it allows for versatility when a potion of a specific type is needed. Potions of this kind cannot be used defensively- you cannot simply protect yourself from an enemy spellcaster by absorbing their spells into the potion. Similarly, an area spell, such as Dispel Magic or Control Winds, cannot be absorbed by the potion. Only a spell that could be normally made into a potion can be cast into the potion.

Alchemical Link (Su): At 7th level, the Alchemist's familiar, if he has one, can use the ability Enchanted Flesh to store spell abilities within itself. The familiar can also use the ability Antimagic Field once per day. If the Alchemist's familiar would be affected by a disease, the Alchemist can make a Heal check as a free action in place of the familiar's saving throw, as per the ability Internal Medicine. The Alchemist can also cast personal range spells on his familiar without somatic, verbal, or common material components, as per the ability Internal Alchemy. The Alchemist can also cast touch spells through his familiar at a distance without somatic, verbal, or common material components.

Potent Alchemy: At 8th level, the Alchemist can apply a single metamagic feat to a spell contained within a potion without raising the caster level of the spell. Any other metamagic feats applied operate normally. He may also use this ability with his Enchanted Flesh and Internal Alchemy abilities, though with the latter applying a metamagic feat to a spell adds +5 to the DC of the Alchemy check required to cast it.

Guarded Life (Su): Starting at 9th level, the Alchemist is allowed a saving throw against energy drain, death attacks, inflicted negative levels, and ability damage or loss, even if no save is normally allowed. Spell DCs are calculated normally, while other saves have a DC of 10 + 1/2 the inflicting creature's HD + the creature's Constitution modifier (or Charisma modifier if undead).

Alchemical Immortality (Ex): On reaching 10th level, the Alchemist achieves his ultimate goal and becomes effectively immortal. He no longer suffers ability penalties for aging, cannot be magically aged, and will never die of old age. Any penalties he may have already suffered, however, remain in place, and bonuses still accrue. In addition, he may use Internal Medicine even when unconscious or incapacitated, and if he is reduced to 0 or less hit points he stabilizes automatically. If the Alchemist is reduced to -10 hit points he dies, as normal.


Flexible Caster: At 2nd, 5th, and 8th level, the Alchemist chooses a bonus metamagic feat from the following list: Arcane Thesis, Chain Spell, Cooperative Spell, Corrupt Spell, Deceptive Spell, Delay Spell, Empower Spell, Energy Admixture, Energy Substitution, Enervate Spell, Enhance Spell, Enlarge Spell, Eschew Materials, Explosive Spell, Extend Spell, Fortify Spell, Heighten Spell, Imbued Healing, Imbued Summoning, Innate Spell, Intensify Spell, Invisible Spell, Lingering Spell, Maximize Spell, Nonlethal Spell, Nonlethal Substitution, Persistent Spell, Practiced Spellcaster, Purify Spell, Quicken Spell, Rapid Spell, Reach Spell, Repeat Spell, Sacred Spell, Sanctum Spell, Sculpt Spell, Searing Spell, Selective Spell, Smiting Spell, Split Ray, Still Spell, Sudden Empower, Sudden Energy Affinity, Sudden Enlarge, Sudden Extend, Sudden Maximize, Sudden Quicken, Sudden Silent, Sudden Still, Sudden Widen, Transdimensional Spell, Twin Spell, Violate Spell, Widen Spell, or Wounding Spell. The Alchemist need not fulfill the requirements for the feat, such as caster level.

Flexible Artisan: At 3rd, 6th, and 9th level, the Alchemist chooses a bonus item creation feat from the following list: Craft Construct, Craft Contingent Spell, Craft Dorje, Craft Magic Arms and Armor, Craft Masterwork Armor, Craft Masterwork Ranged Weapon, Craft Masterwork Weapon, Craft Psionic Arms and Armor, Craft Rod, Craft Scepter, Craft Staff, Craft Universal Item, Craft Wand, Craft Wondrous Item, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Forge Ring, Legendary Artisan, Scribe Scroll, Scribe Tatoo, or Wand Mastery. The Alchemist need not fulfill the requirements for the feat, such as caster level.


Ex-Eternal Alchemists[edit]

There is no penalty for breaking a code, as Eternal Alchemists adhere to no common set of rules.

Campaign Information[edit]

Eternal Alchemists are few and far between. Some devote their lives to study, living alone in the wilderness for hundreds of years, while others use their abilities for personal profit, setting up shop and selling the magical potions they brew. Others adventure with a party to garner gold and experience to use to craft more items. The other party members usually enjoy having an Eternal Alchemist in the party, as they craft items for everyone to use.

Playing an Eternal Alchemist[edit]

Combat: Eternal Alchemists tend to stay away from combat. Most strive to live forever, and combat isn't exactly the way to acheive that goal. Most are potent spellcasters however, and prefer to hover at the edge of the battlefield and cast spells to aid their allies. Eternal Alchemists contribute to combat by supplying their allies with magical equipment.

Advancement: Eternal Alchemists often start as Wizards who develop a keen interest in potion making and the use of metamagic to enhance their spells. They can benefit by taking a few levels in Cleric or Druid to broaden their spell list, so that they can craft a wider variety of items. More adventure oriented characters might take levels in Rogue to better use their poison making abilities.

Resources: Eternal Alchemists deal with shopkeepers often, to buy base materials and sell the items they craft. Most have many contacts in a city, and Eternal Alchemists with a darker alignment might know several black market merchants and drug dealers.

Eternal Alchemists in the World[edit]

"Welcome to Barney's wares! I'm sure you'll find what you need."

NPC Reactions: "Who the heck would buy a Shrunken Head of Tastefulness? Gross!"

Eternal Alchemist Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Eternal Alchemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
11 Eternal Alchemists are skilled at brewing potions.
16 Eternal Alchemists can control their metabolism to resist disease and poison.
21 Eternal Alchemists can eventually attain immortality.
26 Eternal Alchemists have an innate ability to sense the presence of magic nearby.

Eternal Alchemists in the Game[edit]

NPC Eternal Alchemists are commonly shopkeepers that specialize in selling potions.

Adaptation: Eternal Alchemists are suited for any campaign. In particular, allow them to electroplate campaign specific metals onto existing weapons.

Sample Encounter: The average Eternal Alchemist stays far away from battle. Between running a shop and crafting items, it's rare to meet one in personal combat.

Copyright Disclaimer[edit]

Partially copied from http://www.montecook.com/arch_dmonly9.html, edited somewhat for balance reasons.


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