Alchemist Knight (3.5e Class)

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Alchemist Knight[edit]

Created for not the purpose of protecting their Kingdom, they were created to destroy their kingdoms enemies. Superior combat skills combined with alchemy allowing the knight to destroy their enemies out right. Of course just like regular knights they pledge their loyalty to the kingdom that they serve.

Making a Alchemist Knight[edit]

Capable of creating any kind of alchemical to better suit their combat abilities or to allow them to become very good support characters.

Abilities: Strength is used for melee attacks and your Constitution would be for outlasting your opponents attacks and to resist against poisons. Dexterity would be good if you wish to use ranged combat. Charisma and intelligence could be used for some of your skills.

Races: This class was developed by humans however any race can use it.

Alignment: Any Lawful.

Starting Gold: 6d4x10 Gold.

Starting Age: Young Adult.

Table: The Alchemist Knight

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Knights code, Brew potion, Knowledge of the Tiger, Craft Reserve 20
2nd +2 +3 +0 +3 Efficient Alchemy, Poison Use, Craft Reserve 20
3rd +3 +3 +1 +3 Potion Bomb, Craft Reserve 20
4th +4 +4 +1 +4 Bulwark of Defense, Combat Reflexes, Craft Reserve 20
5th +5 +4 +1 +4 Armor Mastery (Medium), Arms and armor augmentation, Craft Reserve 20
6th +6 +5 +2 +5 Craft Reserve 25
7th +7 +5 +2 +5 Craft Reserve 25
8th +8 +6 +2 +6 Meta-alchemy, Craft Reserve 25
9th +9 +6 +3 +6 Create Alchemical Mixture, Craft Reserve 25
10th +10 +7 +3 +7 Armor Mastery (Heavy), Craft Reserve 50
11th +11 +7 +3 +7 Craft Reserve 50
12th +12 +8 +4 +8 Meta-alchemy, Craft Reserve 50
13th +13 +8 +4 +8 Craft Reserve 100
14th +14 +9 +4 +9 Brew Universal Potion, Craft Reserve 100
15th +15 +9 +5 +9 Tiger's Blood, Craft Reserve 100
16th +16 +10 +5 +10 Craft Reserve 150
17th +17 +10 +5 +10 Meta-Alchemy, Craft Reserve 150
18th +18 +11 +6 +11 Craft Reserve 200
19th +19 +11 +6 +11 Craft Reserve 200
20th +20 +12 +6 +12 Craft Reserve 250

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge Arcane, Knowledge Royalty, Knowledge Religion, Listen, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Use magic device.

Class Features[edit]

Our enemies come to bring us hell I say we bring hell to them. "Alchemist Knight Thanegar".

Weapon and Armor Proficiency: Proficient with simple weapons, material weapons. Proficient with light armor, medium armor, heavy armor, and with all shields including tower shields.

Knights code: It's the same as the Knights class.

Brew potion: same as the feat.

Knowledge of the Tiger: Use your Alchemist Knight level for your caster level when making your potions and oils. You also don't have to have the requirements to make the potion in terms of spells or other such abilities.

Craft reserve: Same as Artificer.

Efficient Alchemy:You can manufacture alchemical items much more quickly than a typical alchemist. You make as much progress when creating an item with Craft (alchemy) in a day as a normal character would make in a week (check result ×DC in sp), and as much progress in an hour as a normal character would make in a day (check result ×DC in cp).

Poison Use: Your skill with brewing and handling dangerous substances means that you never risk accidentally poisoning yourself when using poison.

Potion Bomb: you can throw your potions as a splash weapon with a range increase meant of 10ft.

Bulwark of Defense: When you reach 4th level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Combat Reflexes: Same as the feat.

Armor Mastery:Starting at 5th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 10th level, you ignore the speed reduction imposed by heavy armor as well.

Arms and armor augmentation:You can create a special oil that will permanently alter your armor and weapons. Only one spell can be put in this oil. To make this oil you add 50% more to the cost of making this item. Once applied to your armor or weapon it cannot be removed. This oil if it was applied to a weapon can only be spells that affect a single target in its description. This oil if it was applied to an armor, only spells that affect yourself or armor can be applied.Any DC's or the caster level will be at the time when this oil is created. This oil will not grow any stronger over time unless you make a new one later on. You cannot create a new oil augmentation and apply it to the same item that already has an oil augmentation.

Meta-alchemy: At 12th level you can place a meta-feat into your potions and oils that will become permanent. Once you place a meta-feat in the alchemical it can never be removed. Arms and armor augmentation oils are not affected by this ability. You can place a second meta-feat on your alchemical's at 17th level.

Create Alchemical Mixture:At 9th level, you learn to combine existing substances together into a single, effective alchemical mixture. As a full-round action that provokes attacks of opportunity, you can mix an alchemical splash weapon by pouring the two together into a container and imbuing it with a hint of the knowledge you learned from the knowledge you have collected. Once mixed, the two substances remain combined until used. They can never again be separated.The alchemical mixture is treated as a single thrown weapon. Any creature directly hit by the alchemical mixture is exposed to the effects of both substances simultaneously.If you have at least 4 ranks in Craft (poisonmaking), you can substitute a contact or injury poison in place of the Potion Bomb. An alchemical mixture that includes a contact poison affects the target normally when it hits; an injury.

Brew Universal Potion:At 14th level you can add to any finished oil or potion another spell to mix in the substance. Once placed in the oil or potion it can never be removed. The cost will be the same as if you are making a single potion or oil of that spell's level.

Tiger's Blood:At 15th level you have the ability to place 4th level spells and your potions or oils.


Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th


Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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