Cogwheel
2009-11-23, 05:21 AM
The Alchemist
"Alchemy is the art of comprehension. Of understanding what no others do: How the universe truly functions. Through comprehension, we gain knowledge. Through knowledge, we gain power."
Alchemists are those who rely on natural law, rather than the subversions of these laws - magic, as it is more commonly known - to gain power. They alone understand the world as it is. They have honed the science of chemicals and the elements into an art form, giving them mastery over the world and themselves.
Or so they think, anyway.
In practice, a small portion of an alchemist's beliefs are correct. In the beginning, a large part of their art is more or less scientific, though the results are quite frequently exaggerated, and occasionally patently impossible. With time and experience, however, almost every alchemist's "scientific" repertoire of skills will lapse into the utterly fantastic, almost indistinguishable from magic.
The reason for this is simple. To put it bluntly, a great deal of it is magic. Much like a cleric may draw power from a set of beliefs and ideals without praying to any particular deity, an alchemist gains the magic that powers their unique abilities through sheer conviction. The alchemist believes it is so, and for a short while, the laws of reality step aside. Naturally, no alchemist is aware of this, nor would they ever believe such a claim, though it is possible that any alchemist would be incredibly powerful, were it not for the series of psychological crutches they rely upon.
The Magnum Opus - literally "the Great Work" - is both a path, and a goal which all alchemists aspire to. It is the process of recognizing the faults within oneself and overcoming them, reaching purification and enlightenment. This ends with the creation of the elixir of life and philosopher's stone, which allow the alchemist to achieve immortality and transcend their forms, becoming more than they once were. Precious few alchemists achieve this goal, but each and every one of them attempt to reach it.
Abilities: The most important ability for an Alchemist is Intelligence, as it affects their craft checks and the effects of their formulae, as well as the save DC of all their class features. A dexterity score is also important, both for Armour Class - Alchemists cannot wear a great deal of armour - and for increased accuracy with formulae. If an alchemist plans to stay alive, a high constitution score is also advisable.
Role: An alchemist does not neatly fit into any one roll. They act as a sort of swiss army knife outside of combat, in some situations - should a situation arise, the Alchemist may well have a solution for it. Additionally, they are capable of dealing reasonable amounts of damage with formulae. The role they come closest to, however, is support: Weakening enemies, strengthening allies and altering the battlefield.
Background: The average Alchemist is either a thief, an apprentice or wealthy, early in their lives: The components and tools alchemy calls for do not come cheaply. Many Alchemists are, in fact, apprenticed to older and more experienced members of the profession at first, though some simply learn from books. Beyond this, Alchemists are a varied lot, and come from all walks of life.
Organization: Alchemists are one of the more organized classes... to an extent, anyway. There are guilds, in some places, and laboratories of various sizes. Alchemists frequently take on apprentices, as well. In the end, however, only the basics are ever taught. Each Alchemist's secrets are theirs, and theirs alone.
Alignment: An Alchemist's moral code can find itself practically anywhere. Most tend to neutrality, however, as the average member of the class is far too busy with professional pursuits to have any time for ethics. Overall, Alchemists have a very slight lawful bent, but this is nothing more than a vague tendency.
Races: While Alchemists tend to be dwarves, humans, halflings or gnomes, any race is quite capable of pursuing the Magnum Opus. However, mentally handicapped races (such as orcs) or those who typically cannot access the arts of alchemy - due to either cultural or material restrictions - only rarely become Alchemists.
Religion: Alchemists do not tend toward any religion in particular. A good deal of them try to avoid the gods entirely, while those who do not sometimes take up worship of a god of knowledge, science or even magic. In general, however, most Alchemists simply worship a deity according to their race and ideals.
Other classes: The alchemist's attitude towards a great deal of classes is one of ambivalence. A few, however, merit a special reaction. Wizards, in particular, are often respected by Alchemists - their art of magic is hardly a worthy one, to be sure, but the approach that wizards take to it is appreciated. Druids, rangers and the like, meanwhile, are often pitied for clinging to outdated ways, unless they choose to oppose the Alchemist's craft for some reason. Monks are largely alien to Alchemists, but the philosophy of self-perfection within them is often recognized.
Adaptation: The Alchemist possesses a set of class features very closely tied to its flavour, making any adaptation difficult. However, a few flavour changes, as well as mechanical changes (skill used to create formulae, some changes in the class features) could create a more hermetic version of any type of caster. For instance, the class could be adapted into a hermetic elementalist that transforms into an elemental over time, and prepares their spells in the form of seals beforehand.
Hit Die: d6
Class Features
Class Skills: The Alchemist's class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis)
Skill Points at First Level: (4+Intelligence modifier)x4
Skill Points at Each Additional Level: 4+Intelligence modifier
NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Formulae (Novice), Expertise I, Noxious Strike
2nd|
+1|
+3|
+3|
+0|Magnum Opus (Black)
3rd|
+2|
+3|
+3|
+1| Power Throw I
4th|
+3|
+4|
+4|
+1|Expertise II
5th|
+3|
+4|
+4|
+1|Formulae (Chemist)
6th|
+4|
+5|
+5|
+2| Power Throw II
7th|
+5|
+5|
+5|
+2|Brew Potion, Expertise III
8th|
+6/+1|
+6|
+6|
+2|Magnum Opus (White), Homunculus I
9th|
+6/+1|
+6|
+6|
+3|Fool's Gold, The Fifth Element, Power Throw III
10th|
+7/+2|
+7|
+7|
+3|Formulae (Adept)
11th|
+8/+3|
+7|
+7|
+3|Hydraulics
12th|
+9/+4|
+8|
+8|
+4|Homunculus II, Power Throw IV
13th|
+9/+4|
+8|
+8|
+4|Potion Specialist, Thermodynamics
14th|
+10/+5|
+9|
+9|
+4|Magnum Opus (Yellow), Aerodynamics
15th|
+11/+6/+1|
+9|
+9|
+5|Formulae (Master), Power Throw V
16th|
+12/+7/+2|
+9|
+9|
+5|Homunculus III
17th|
+12/+7/+2|
+10|
+10|
+5|Expertise IV
18th|
+13/+8/+3|
+11|
+11|
+6|Power Throw VI
19th|
+14/+9/+4|
+11|
+11|
+6|Alchemical Mastery
20th|
+15/+10/+5|
+12|
+12|
+6|Magnum Opus (Red)[/table]
Weapon and Armour Proficiencies: An Alchemist is proficient with simple weapons and light armour, but not with shields. Additionally, Alchemists are proficient with Hazard Suits and Formula Sprayers, as well as Formulae.
Formulae (Su): All Alchemists make formulae, strange mixtures of magic and chemistry which they use to bombard their enemies, strengthen their allies, and otherwise lay waste to the laws of reality. At first level, the Alchemist may craft the most basic of formulae (those labeled as novice formulae). At fifth level, they gain the ability to craft Chemist formulae, at tenth level they gain the ability to brew Adept formulae, and at level fifteen they gain the ability to craft master formulae. Crafting a single formula is a one hour process requiring a Craft (Alchemy) roll.
Each formula has its own effects, cost to craft, and craft DC. An Alchemist may, instead of purchasing raw materials, forage or grow their own formula ingredients by making a Craft (Alchemy) check (with a DC dependant on the individual formula), with the check representing having the ingredients available beforehand, rather than actually gathering them on the spot. Interrupting the process of making a formula does not harm the formula, but an Alchemist may only attempt to make a single formula at a time, as the actual process is an involved one, requiring specific orderings of ingredients, careful manipulation of temperature, and all manner of precise management (unlike with normal crafting attempts, an Alchemist with the free time to devote to the activity may craft as many formulae in one day as they wish). Once a formula is made, it may be used or consumed by anyone (though formulae kept away from the Alchemist for too long may lose their potency, see below).
Using a formula is a move action that provokes attacks of opportunity, and is identical to consuming a potion or similar item. Attacking with a formula is a ranged touch attack with a range increment of 30 feet (involving throwing the bottle or flask at one’s target) or as a melee touch attack, though smashing a formula flask against a target causes the formula to affect the user as well. Regardless of its container, a formula hurled or smashed against a target deals 1d4 points of piercing damage as its container shatters.
Formulae may be mixed with poison without negating their effects. The save DC for any of the Alchemist's formula is equal to 10 + the Alchemist’s class level + the Alchemist’s intelligence modifier (victims of poisoned formulae save separately against the poison).
Formulae lose their potency if an Alchemist cannot maintain them. An Alchemist can have a number of formulae equal to their class level plus three created at any given time. New ones created will function, but older formulae will permanently lose their potency, beginning from the oldest one. Additionally, a formulae cannot spend more than a number of minutes equal to the Alchemist's class level x15 away from the Alchemist's person, or further than (class levelx30 feet) away from them without losing its effects permanently.
An alternative rule would be to allow Novice formulae to ignore any restrictions which would cause other formulae to lose their effects, and make them act as Extraordinary abilities, as their effects are still (mostly) grounded in reality.
Note that Alchemists have access to every formula on the formula list.
Noxious Flask (Ex): At the end of each brewing session, an Alchemist often finds themselves stuck with a large quantity of rather unpleasant chemicals. Leftovers, in a word. Byproducts of their craft. Fortunately, most have discovered an effective way to dispose of these - simply bottle them up and hurl the result at an enemy. These bottles can be hurled in the exact same manner as a formula, including the piercing damage done, and the effects of Mighty Throw. Poison may be added if the Alchemist wishes, and the contents of the flask itself deal 1d6/2 class levels + intelligence modifier damage.
Expertise (Ex): With time, the Alchemist advances in the more mundane aspects of their craft. Specifically, that of crafting what is necessary as well as possible, without sacrificing convenience. At each rank of Expertise, they gain the following abilities.
Expertise I: The Alchemist no longer requires an Alchemist's Lab for any manner of Craft (Alchemy) checks, though it does give a +4 circumstance bonus to any checks.
Expertise II: The time required to craft formulae is halved. Additionally, the gold cost to create anything else with Craft (Alchemy) or Craft (poisonmaking) checks are reduced by 25%. This does not apply to the Formula Sprayer, Philosopher's Stone or Hazard Suit.
Expertise III: The Alchemist recieves a bonus to Craft (Alchemy) and Craft (poisonmaking) checks equal to their class level. This bonus does not apply to any class features.
Expertise IV: The time required to produce any alchemical item except the Hazard Suit, Philosopher's Stone and Chemical Sprayer is reduced to 25% of the original. Formulae, on the other hand, only require 1 minute per rank (for example, an Adept formula requires three minutes).
Magnum Opus (Ex): The Magnum Opus is a slow path - the path of creating the philosopher's stone, of achieving enlightenment and self-perfection. With time, training and success, it becomes the path to immortality. In the end, it is a path that leaves all too many alchemists abandoned at the roadside, yet every alchemist pursues it regardless.
Black: To embark on the Magnum Opus, one must first see the faults in themselves, and admit to them. Long exposure to poison, both of the mind and of a more physical nature, grants the alchemist an immunity to poison. Note that this does not spare them from most formulae. Additionally, their conviction grants them immunity to the Confusion spell and variants thereof.
White: At the end of the first stage, the Alchemist has purified themselves of their faults. There is much that must still be achieved, but one of the major steps has now been completed. As a byproduct of this, the Alchemist gains a +4 insight bonus permanently to their Wisdom score.
Yellow: At the end of purification lies enlightenment. This is, of course, enlightenment in name only - true enlightenment is the purview of greater creatures: Gods, or perhaps not even them. Nevertheless, it does grant a certain mental edge over most creatures, giving the Alchemist a permanent +4 insight bonus to intelligence.
Red: The final stage of the Magnum Opus is nothing less than immortality. Transcendence. The Alchemist succeeds in creating the Philosopher's Stone, and the elixir of life that comes from it. They no longer age, and physical penalties from aging vanish, while bonuses continue to accrue. The Alchemist will not die from old age, and should they be killed, they will reform at their Philosopher's Stone after 1d10 days, with all their possessions. Destroying the Philosopher's Stone in time will prevent this resurrection, much like destroying a lich's phylactery.
Upon reaching 20th level, the Alchemist undergoes a transformation. They become as gold: Immutable, unchanging and, in their eyes, perfect. They gain a gold plating, and their anatomy changes substantially, granting them DR 5/adamantine, +2 natural armour, and the Living Construct type.
The Philosopher's Stone is immune to fire, acid, cold, sonic and electricity damage (but not, for example, force), is tiny and has 30 hit points, a break DC of 40, and a hardness of 20. Should it be destroyed, the Alchemist may spend 20,000 gold, 1,000 experience points and a week to reconstruct it. A Craft (Alchemy) check at DC 30 is required for this. Should the creation process fail for whatever reason, the Alchemist loses 10,000 gp of the materials, and no experience.
If the Alchemist's Philosopher's Stone is destroyed, the Alchemist loses all benefits of this class feature until a new one is created.
Power Throw (Ex): Much of an Alchemist's abilities revolve around hurling formulae at their enemies. As such, it is only to be expected that with time, they should become quite skilled at this. With every rank of Power Throw, the Alchemist adds 10' to the range increment of their formulae, and gains a +1 bonus to hit. These bonuses stack. From rank III on, the Alchemist's thrown formulae ignore anything less than total cover. From rank V on, thrown formulae count as magical for the purpose of hitting incorporeal foes.
Note that these bonuses do not apply to anything but thrown formulae. An Alchemist attempting to make use of a throwing axe, for instance, will find themselves as inept (or, in rare cases, competent) at such things as ever.
Brew Potion (Ex): At seventh level, the Alchemist gains the Brew Potion feat, even if they do not meet the prerequisites. Additionally, for the purpose of crafting potions, their Alchemist level acts as their caster level, and they may use a Craft (Alchemy) check to mimic any spells that the potion calls for, with a DC of (20+spell level).
Homunculus (Ex): Long before an Alchemist learns to acquire eternal life for themselves, they do so for others. By utilizing a watered down version of the elixir of life, the Alchemist creates an artificial life form - a Homunculus - to serve them.
An Alchemist gains their first Homunculus free of charge, as soon as they reach 8th level and have a week to spend crafting one. Should they require a new one for whatever reason, they must pay for its creation.
A Homunculus is created with a DC 25 Craft (Alchemy) Check, 2,000 XP, 20,000 gold worth of materials, and a week of time. An alchemy lab is required for this.
A Homunculus is a medium-sized living construct or Aberration (Alchemist's choice, chosen at the time of creation) with an amount of hit dice equal to the Alchemist's class level minus 2. It has +4 to its ability scores, split as the Alchemist sees fit (once again, at the time of creation) between its physical attributes, and a -2 penalty to charisma. A homunculus may gain levels of Fighter, Barbarian, Monk and Rogue, but any other class is allowed only with GM approval. The Alchemist may choose any mix of racial HD and class levels for the homunculus, or leave the choice in the hands of the creature itself.
The Homunculus is utterly loyal to the Alchemist and, while it initially shares the Alchemist's alignment unless specifically created with a different one, this may change eventually. While many Homunculi are bound by their creator to serve as guards and assistants, they have minds of their own, and are perfectly capable of acting as they see fit, should the Alchemist allow it.
Homunculi can be crafted to resemble any medium-sized creature of a roughly humanoid shape, though most are created to appear as their creator's race, if slightly larger or smaller, as they must be of medium size. Homunculi do not possess any natural weapons.
As the Alchemist gains experience, they make modification to their Homunculi, altering it to create a more powerful creature.
Homunculus II: The Homunculus gains either +4 to any one attribute score, a flight (poor maneuverability), climb, burrow or swim speed equal to double their base land speed or +4 natural armour.
Homunculus III: The Homunculus gains either an increase or decrease in size by one category, immunity to any single element, 15 resistance to all elements but one (this may include Force), Regeneration 2 (bypassed by fire and acid) or Share Formulae.
Share Formulae allows the Alchemist to, if they so choose, extent to their homunculus with the effects of any formulae that affects the Alchemist. All variable numeric effects, choices where the formula allows for one, and so on stay the same. If saving throws are involved, the Alchemist may either choose to allow their familiar to roll a save, or force it to automatically fail the save, at their choice.
The Fifth Element (Ex): At 9th level, the Alchemist unlocks the secrets of the fifth element. Star-matter. Aether. Most commonly, it is known as Quintessence. The Alchemist creates a small machine, capable of being crafted at no cost and in no more than three hours, which condenses a number of vials of quintessence out of the air per day equal to the Alchemist's class level -5.
When using the Fool's Gold, Hydraulics, Thermodynamics or Aerodynamics abilities, the Alchemist ingests a bottle of Quintessence as part of their action, thereby (in their mind) granting themselves power over the four elements. In practice, the "Quintessence" is nothing more than water. Condensation from the air. In the end, this serves as nothing more than a series of psychological crutches the Alchemist makes use of.
Finally, Quintessence cannot be stored. The Alchemist believes that after 24 hours pass - just as the next batch would be created, coincidentally - any Quintessence created will "spoil", rendering it useless.
Fool's Gold (Su): It is every Alchemist's first goal to transmute matter into gold, not for any crass reason such as wealth, ofcourse, but for what it symbolizes. At 9th level, with the help of Quintessence, the Alchemist may alter any mineral surface - soil, stone, gem or metal - into gold for the duration of the effect as a standard action, and shape it, as per the spell Stone Shape, with a caster level equal to their class level. This collapses when the Alchemist dismisses it, when 5 rounds pass, or when the Alchemist moves more than 50 feet away from their original spot (if they are standing on the gold or within 10 feet of it, this will not dismiss the effect.
Note that when the effect fades, the material used first loses its shape, collapsing on the spot, then ceases to be gold after collapsing, in that order. Ingesting another vial of Quintessence - a move action - extends the duration of the effect by another five rounds.
Hydraulics (Su): The second element, water, is one common within most living beings and, indeed, on most worlds, perhaps even more so than earth. It is only logical, than, that it would be one of the easier elements to master. The Alchemist, after ingesting a vial of quintessence, gains the ability to turn water into ice, or vice versa (the amount being 10 cubic feet per class level) for five rounds. During this period, they may also shape the ice (much like with the Fool's gold class feature) but not water. Any such shaping lasts until these abilities fade from the Alchemist. This duration, like Fool's Gold, may be extended by ingesting more Quintessence.
Additionally, the Alchemist may use Create Water, as the spell, with a caster level equal to their class level three times per day. This does not require any Quintessence. Any abilities granted by Hydraulics are a standard action.
Potion specialist (Ex): At 13th level, the Alchemist's expertise with potions grows a great deal: The amount of XP spent on crafting is halved, while the amount of time and gold spend is reduced by a quarter.
Thermodynamics (Su): Fire, the third element, is a more versatile element than one might expect. It can be used to create a smoke cloud or flash of light, as per the Pyrotechnics spell, though it does not require a fire in this case (a fire may still be used if the Alchemist wishes it). It can also be used to create a fiery explosion, identical to the Flame Strike spell. Alternatively, a single vial of quintessence can give the Alchemist the ability to set flammable unattended objects alight at a distance of up to 30 feet, and to extinguish non-magical fires with a size of up to 10 cubic feet/class level for 5 rounds. As usual, additional vials may extend this effect.
Thermodynamics may also used to dispel spells with the [fire] descriptor, or be used to counter spells with the [fire] descriptor, as the spell Greater Dispel Magic. All uses of Thermodynamics that mimic a spell have a caster level equal to the Alchemist's class level, and the DC is intelligence-based. All uses of Thermodynamics are a standard action.
Aerodynamics (Su): The last element an Alchemist masters is air. The power it grants, however, is often seen as worth the wait, though it caters to more subtle uses than the other elements. The Alchemist may remove air from, or create air in an area equal to 10 cubic ft./class level. Additionally, they may mimic a Gust of Wind effect, or the Telekinesis spell, though only the Sustained Force version of the latter may be used.
Additionally, they may choose to either create air within, or remove air from a person. The former can have any number of effects. A more beneficial example would be granting a creature the ability to breathe in any environment. The latter option is equally versatile, though a more common usage would be to remove an inhaled poison from an ally, or to choke an enemy. Choking steals the air from an enemy's lungs, and prevents them from breathing any more. Should they fail their fortitude save, the victim begins drowning, as per the drowning rules in the DMG.
Any spells mimicked by Aerodynamics have a caster level equal to the Alchemist's class level. Additionally, all spells have an intelligence-based DC, while other abilities have a DC equal to (1/2 Alchemist's class level)+10+Intelligence modifier. The lasting effects from Aerodynamics - creating air in a creature or mimicking Telekinesis - last for 5 rounds, and can be extended with additional vials, as usual. Finally, all uses of Aerodynamics are standard actions.
Alchemical Mastery (Ex): At 19th level, the Alchemist's skill with their formulae reaches its peak. The DC to resist the effects of any formula created by the alchemist, whether they then use it themselves or not, rises by 3. Note that should the Alchemist be affected by the more harmful effects of their own formulae, they must also save against the raised DC.
"Alchemy is the art of comprehension. Of understanding what no others do: How the universe truly functions. Through comprehension, we gain knowledge. Through knowledge, we gain power."
Alchemists are those who rely on natural law, rather than the subversions of these laws - magic, as it is more commonly known - to gain power. They alone understand the world as it is. They have honed the science of chemicals and the elements into an art form, giving them mastery over the world and themselves.
Or so they think, anyway.
In practice, a small portion of an alchemist's beliefs are correct. In the beginning, a large part of their art is more or less scientific, though the results are quite frequently exaggerated, and occasionally patently impossible. With time and experience, however, almost every alchemist's "scientific" repertoire of skills will lapse into the utterly fantastic, almost indistinguishable from magic.
The reason for this is simple. To put it bluntly, a great deal of it is magic. Much like a cleric may draw power from a set of beliefs and ideals without praying to any particular deity, an alchemist gains the magic that powers their unique abilities through sheer conviction. The alchemist believes it is so, and for a short while, the laws of reality step aside. Naturally, no alchemist is aware of this, nor would they ever believe such a claim, though it is possible that any alchemist would be incredibly powerful, were it not for the series of psychological crutches they rely upon.
The Magnum Opus - literally "the Great Work" - is both a path, and a goal which all alchemists aspire to. It is the process of recognizing the faults within oneself and overcoming them, reaching purification and enlightenment. This ends with the creation of the elixir of life and philosopher's stone, which allow the alchemist to achieve immortality and transcend their forms, becoming more than they once were. Precious few alchemists achieve this goal, but each and every one of them attempt to reach it.
Abilities: The most important ability for an Alchemist is Intelligence, as it affects their craft checks and the effects of their formulae, as well as the save DC of all their class features. A dexterity score is also important, both for Armour Class - Alchemists cannot wear a great deal of armour - and for increased accuracy with formulae. If an alchemist plans to stay alive, a high constitution score is also advisable.
Role: An alchemist does not neatly fit into any one roll. They act as a sort of swiss army knife outside of combat, in some situations - should a situation arise, the Alchemist may well have a solution for it. Additionally, they are capable of dealing reasonable amounts of damage with formulae. The role they come closest to, however, is support: Weakening enemies, strengthening allies and altering the battlefield.
Background: The average Alchemist is either a thief, an apprentice or wealthy, early in their lives: The components and tools alchemy calls for do not come cheaply. Many Alchemists are, in fact, apprenticed to older and more experienced members of the profession at first, though some simply learn from books. Beyond this, Alchemists are a varied lot, and come from all walks of life.
Organization: Alchemists are one of the more organized classes... to an extent, anyway. There are guilds, in some places, and laboratories of various sizes. Alchemists frequently take on apprentices, as well. In the end, however, only the basics are ever taught. Each Alchemist's secrets are theirs, and theirs alone.
Alignment: An Alchemist's moral code can find itself practically anywhere. Most tend to neutrality, however, as the average member of the class is far too busy with professional pursuits to have any time for ethics. Overall, Alchemists have a very slight lawful bent, but this is nothing more than a vague tendency.
Races: While Alchemists tend to be dwarves, humans, halflings or gnomes, any race is quite capable of pursuing the Magnum Opus. However, mentally handicapped races (such as orcs) or those who typically cannot access the arts of alchemy - due to either cultural or material restrictions - only rarely become Alchemists.
Religion: Alchemists do not tend toward any religion in particular. A good deal of them try to avoid the gods entirely, while those who do not sometimes take up worship of a god of knowledge, science or even magic. In general, however, most Alchemists simply worship a deity according to their race and ideals.
Other classes: The alchemist's attitude towards a great deal of classes is one of ambivalence. A few, however, merit a special reaction. Wizards, in particular, are often respected by Alchemists - their art of magic is hardly a worthy one, to be sure, but the approach that wizards take to it is appreciated. Druids, rangers and the like, meanwhile, are often pitied for clinging to outdated ways, unless they choose to oppose the Alchemist's craft for some reason. Monks are largely alien to Alchemists, but the philosophy of self-perfection within them is often recognized.
Adaptation: The Alchemist possesses a set of class features very closely tied to its flavour, making any adaptation difficult. However, a few flavour changes, as well as mechanical changes (skill used to create formulae, some changes in the class features) could create a more hermetic version of any type of caster. For instance, the class could be adapted into a hermetic elementalist that transforms into an elemental over time, and prepares their spells in the form of seals beforehand.
Hit Die: d6
Class Features
Class Skills: The Alchemist's class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis)
Skill Points at First Level: (4+Intelligence modifier)x4
Skill Points at Each Additional Level: 4+Intelligence modifier
NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Formulae (Novice), Expertise I, Noxious Strike
2nd|
+1|
+3|
+3|
+0|Magnum Opus (Black)
3rd|
+2|
+3|
+3|
+1| Power Throw I
4th|
+3|
+4|
+4|
+1|Expertise II
5th|
+3|
+4|
+4|
+1|Formulae (Chemist)
6th|
+4|
+5|
+5|
+2| Power Throw II
7th|
+5|
+5|
+5|
+2|Brew Potion, Expertise III
8th|
+6/+1|
+6|
+6|
+2|Magnum Opus (White), Homunculus I
9th|
+6/+1|
+6|
+6|
+3|Fool's Gold, The Fifth Element, Power Throw III
10th|
+7/+2|
+7|
+7|
+3|Formulae (Adept)
11th|
+8/+3|
+7|
+7|
+3|Hydraulics
12th|
+9/+4|
+8|
+8|
+4|Homunculus II, Power Throw IV
13th|
+9/+4|
+8|
+8|
+4|Potion Specialist, Thermodynamics
14th|
+10/+5|
+9|
+9|
+4|Magnum Opus (Yellow), Aerodynamics
15th|
+11/+6/+1|
+9|
+9|
+5|Formulae (Master), Power Throw V
16th|
+12/+7/+2|
+9|
+9|
+5|Homunculus III
17th|
+12/+7/+2|
+10|
+10|
+5|Expertise IV
18th|
+13/+8/+3|
+11|
+11|
+6|Power Throw VI
19th|
+14/+9/+4|
+11|
+11|
+6|Alchemical Mastery
20th|
+15/+10/+5|
+12|
+12|
+6|Magnum Opus (Red)[/table]
Weapon and Armour Proficiencies: An Alchemist is proficient with simple weapons and light armour, but not with shields. Additionally, Alchemists are proficient with Hazard Suits and Formula Sprayers, as well as Formulae.
Formulae (Su): All Alchemists make formulae, strange mixtures of magic and chemistry which they use to bombard their enemies, strengthen their allies, and otherwise lay waste to the laws of reality. At first level, the Alchemist may craft the most basic of formulae (those labeled as novice formulae). At fifth level, they gain the ability to craft Chemist formulae, at tenth level they gain the ability to brew Adept formulae, and at level fifteen they gain the ability to craft master formulae. Crafting a single formula is a one hour process requiring a Craft (Alchemy) roll.
Each formula has its own effects, cost to craft, and craft DC. An Alchemist may, instead of purchasing raw materials, forage or grow their own formula ingredients by making a Craft (Alchemy) check (with a DC dependant on the individual formula), with the check representing having the ingredients available beforehand, rather than actually gathering them on the spot. Interrupting the process of making a formula does not harm the formula, but an Alchemist may only attempt to make a single formula at a time, as the actual process is an involved one, requiring specific orderings of ingredients, careful manipulation of temperature, and all manner of precise management (unlike with normal crafting attempts, an Alchemist with the free time to devote to the activity may craft as many formulae in one day as they wish). Once a formula is made, it may be used or consumed by anyone (though formulae kept away from the Alchemist for too long may lose their potency, see below).
Using a formula is a move action that provokes attacks of opportunity, and is identical to consuming a potion or similar item. Attacking with a formula is a ranged touch attack with a range increment of 30 feet (involving throwing the bottle or flask at one’s target) or as a melee touch attack, though smashing a formula flask against a target causes the formula to affect the user as well. Regardless of its container, a formula hurled or smashed against a target deals 1d4 points of piercing damage as its container shatters.
Formulae may be mixed with poison without negating their effects. The save DC for any of the Alchemist's formula is equal to 10 + the Alchemist’s class level + the Alchemist’s intelligence modifier (victims of poisoned formulae save separately against the poison).
Formulae lose their potency if an Alchemist cannot maintain them. An Alchemist can have a number of formulae equal to their class level plus three created at any given time. New ones created will function, but older formulae will permanently lose their potency, beginning from the oldest one. Additionally, a formulae cannot spend more than a number of minutes equal to the Alchemist's class level x15 away from the Alchemist's person, or further than (class levelx30 feet) away from them without losing its effects permanently.
An alternative rule would be to allow Novice formulae to ignore any restrictions which would cause other formulae to lose their effects, and make them act as Extraordinary abilities, as their effects are still (mostly) grounded in reality.
Note that Alchemists have access to every formula on the formula list.
Noxious Flask (Ex): At the end of each brewing session, an Alchemist often finds themselves stuck with a large quantity of rather unpleasant chemicals. Leftovers, in a word. Byproducts of their craft. Fortunately, most have discovered an effective way to dispose of these - simply bottle them up and hurl the result at an enemy. These bottles can be hurled in the exact same manner as a formula, including the piercing damage done, and the effects of Mighty Throw. Poison may be added if the Alchemist wishes, and the contents of the flask itself deal 1d6/2 class levels + intelligence modifier damage.
Expertise (Ex): With time, the Alchemist advances in the more mundane aspects of their craft. Specifically, that of crafting what is necessary as well as possible, without sacrificing convenience. At each rank of Expertise, they gain the following abilities.
Expertise I: The Alchemist no longer requires an Alchemist's Lab for any manner of Craft (Alchemy) checks, though it does give a +4 circumstance bonus to any checks.
Expertise II: The time required to craft formulae is halved. Additionally, the gold cost to create anything else with Craft (Alchemy) or Craft (poisonmaking) checks are reduced by 25%. This does not apply to the Formula Sprayer, Philosopher's Stone or Hazard Suit.
Expertise III: The Alchemist recieves a bonus to Craft (Alchemy) and Craft (poisonmaking) checks equal to their class level. This bonus does not apply to any class features.
Expertise IV: The time required to produce any alchemical item except the Hazard Suit, Philosopher's Stone and Chemical Sprayer is reduced to 25% of the original. Formulae, on the other hand, only require 1 minute per rank (for example, an Adept formula requires three minutes).
Magnum Opus (Ex): The Magnum Opus is a slow path - the path of creating the philosopher's stone, of achieving enlightenment and self-perfection. With time, training and success, it becomes the path to immortality. In the end, it is a path that leaves all too many alchemists abandoned at the roadside, yet every alchemist pursues it regardless.
Black: To embark on the Magnum Opus, one must first see the faults in themselves, and admit to them. Long exposure to poison, both of the mind and of a more physical nature, grants the alchemist an immunity to poison. Note that this does not spare them from most formulae. Additionally, their conviction grants them immunity to the Confusion spell and variants thereof.
White: At the end of the first stage, the Alchemist has purified themselves of their faults. There is much that must still be achieved, but one of the major steps has now been completed. As a byproduct of this, the Alchemist gains a +4 insight bonus permanently to their Wisdom score.
Yellow: At the end of purification lies enlightenment. This is, of course, enlightenment in name only - true enlightenment is the purview of greater creatures: Gods, or perhaps not even them. Nevertheless, it does grant a certain mental edge over most creatures, giving the Alchemist a permanent +4 insight bonus to intelligence.
Red: The final stage of the Magnum Opus is nothing less than immortality. Transcendence. The Alchemist succeeds in creating the Philosopher's Stone, and the elixir of life that comes from it. They no longer age, and physical penalties from aging vanish, while bonuses continue to accrue. The Alchemist will not die from old age, and should they be killed, they will reform at their Philosopher's Stone after 1d10 days, with all their possessions. Destroying the Philosopher's Stone in time will prevent this resurrection, much like destroying a lich's phylactery.
Upon reaching 20th level, the Alchemist undergoes a transformation. They become as gold: Immutable, unchanging and, in their eyes, perfect. They gain a gold plating, and their anatomy changes substantially, granting them DR 5/adamantine, +2 natural armour, and the Living Construct type.
The Philosopher's Stone is immune to fire, acid, cold, sonic and electricity damage (but not, for example, force), is tiny and has 30 hit points, a break DC of 40, and a hardness of 20. Should it be destroyed, the Alchemist may spend 20,000 gold, 1,000 experience points and a week to reconstruct it. A Craft (Alchemy) check at DC 30 is required for this. Should the creation process fail for whatever reason, the Alchemist loses 10,000 gp of the materials, and no experience.
If the Alchemist's Philosopher's Stone is destroyed, the Alchemist loses all benefits of this class feature until a new one is created.
Power Throw (Ex): Much of an Alchemist's abilities revolve around hurling formulae at their enemies. As such, it is only to be expected that with time, they should become quite skilled at this. With every rank of Power Throw, the Alchemist adds 10' to the range increment of their formulae, and gains a +1 bonus to hit. These bonuses stack. From rank III on, the Alchemist's thrown formulae ignore anything less than total cover. From rank V on, thrown formulae count as magical for the purpose of hitting incorporeal foes.
Note that these bonuses do not apply to anything but thrown formulae. An Alchemist attempting to make use of a throwing axe, for instance, will find themselves as inept (or, in rare cases, competent) at such things as ever.
Brew Potion (Ex): At seventh level, the Alchemist gains the Brew Potion feat, even if they do not meet the prerequisites. Additionally, for the purpose of crafting potions, their Alchemist level acts as their caster level, and they may use a Craft (Alchemy) check to mimic any spells that the potion calls for, with a DC of (20+spell level).
Homunculus (Ex): Long before an Alchemist learns to acquire eternal life for themselves, they do so for others. By utilizing a watered down version of the elixir of life, the Alchemist creates an artificial life form - a Homunculus - to serve them.
An Alchemist gains their first Homunculus free of charge, as soon as they reach 8th level and have a week to spend crafting one. Should they require a new one for whatever reason, they must pay for its creation.
A Homunculus is created with a DC 25 Craft (Alchemy) Check, 2,000 XP, 20,000 gold worth of materials, and a week of time. An alchemy lab is required for this.
A Homunculus is a medium-sized living construct or Aberration (Alchemist's choice, chosen at the time of creation) with an amount of hit dice equal to the Alchemist's class level minus 2. It has +4 to its ability scores, split as the Alchemist sees fit (once again, at the time of creation) between its physical attributes, and a -2 penalty to charisma. A homunculus may gain levels of Fighter, Barbarian, Monk and Rogue, but any other class is allowed only with GM approval. The Alchemist may choose any mix of racial HD and class levels for the homunculus, or leave the choice in the hands of the creature itself.
The Homunculus is utterly loyal to the Alchemist and, while it initially shares the Alchemist's alignment unless specifically created with a different one, this may change eventually. While many Homunculi are bound by their creator to serve as guards and assistants, they have minds of their own, and are perfectly capable of acting as they see fit, should the Alchemist allow it.
Homunculi can be crafted to resemble any medium-sized creature of a roughly humanoid shape, though most are created to appear as their creator's race, if slightly larger or smaller, as they must be of medium size. Homunculi do not possess any natural weapons.
As the Alchemist gains experience, they make modification to their Homunculi, altering it to create a more powerful creature.
Homunculus II: The Homunculus gains either +4 to any one attribute score, a flight (poor maneuverability), climb, burrow or swim speed equal to double their base land speed or +4 natural armour.
Homunculus III: The Homunculus gains either an increase or decrease in size by one category, immunity to any single element, 15 resistance to all elements but one (this may include Force), Regeneration 2 (bypassed by fire and acid) or Share Formulae.
Share Formulae allows the Alchemist to, if they so choose, extent to their homunculus with the effects of any formulae that affects the Alchemist. All variable numeric effects, choices where the formula allows for one, and so on stay the same. If saving throws are involved, the Alchemist may either choose to allow their familiar to roll a save, or force it to automatically fail the save, at their choice.
The Fifth Element (Ex): At 9th level, the Alchemist unlocks the secrets of the fifth element. Star-matter. Aether. Most commonly, it is known as Quintessence. The Alchemist creates a small machine, capable of being crafted at no cost and in no more than three hours, which condenses a number of vials of quintessence out of the air per day equal to the Alchemist's class level -5.
When using the Fool's Gold, Hydraulics, Thermodynamics or Aerodynamics abilities, the Alchemist ingests a bottle of Quintessence as part of their action, thereby (in their mind) granting themselves power over the four elements. In practice, the "Quintessence" is nothing more than water. Condensation from the air. In the end, this serves as nothing more than a series of psychological crutches the Alchemist makes use of.
Finally, Quintessence cannot be stored. The Alchemist believes that after 24 hours pass - just as the next batch would be created, coincidentally - any Quintessence created will "spoil", rendering it useless.
Fool's Gold (Su): It is every Alchemist's first goal to transmute matter into gold, not for any crass reason such as wealth, ofcourse, but for what it symbolizes. At 9th level, with the help of Quintessence, the Alchemist may alter any mineral surface - soil, stone, gem or metal - into gold for the duration of the effect as a standard action, and shape it, as per the spell Stone Shape, with a caster level equal to their class level. This collapses when the Alchemist dismisses it, when 5 rounds pass, or when the Alchemist moves more than 50 feet away from their original spot (if they are standing on the gold or within 10 feet of it, this will not dismiss the effect.
Note that when the effect fades, the material used first loses its shape, collapsing on the spot, then ceases to be gold after collapsing, in that order. Ingesting another vial of Quintessence - a move action - extends the duration of the effect by another five rounds.
Hydraulics (Su): The second element, water, is one common within most living beings and, indeed, on most worlds, perhaps even more so than earth. It is only logical, than, that it would be one of the easier elements to master. The Alchemist, after ingesting a vial of quintessence, gains the ability to turn water into ice, or vice versa (the amount being 10 cubic feet per class level) for five rounds. During this period, they may also shape the ice (much like with the Fool's gold class feature) but not water. Any such shaping lasts until these abilities fade from the Alchemist. This duration, like Fool's Gold, may be extended by ingesting more Quintessence.
Additionally, the Alchemist may use Create Water, as the spell, with a caster level equal to their class level three times per day. This does not require any Quintessence. Any abilities granted by Hydraulics are a standard action.
Potion specialist (Ex): At 13th level, the Alchemist's expertise with potions grows a great deal: The amount of XP spent on crafting is halved, while the amount of time and gold spend is reduced by a quarter.
Thermodynamics (Su): Fire, the third element, is a more versatile element than one might expect. It can be used to create a smoke cloud or flash of light, as per the Pyrotechnics spell, though it does not require a fire in this case (a fire may still be used if the Alchemist wishes it). It can also be used to create a fiery explosion, identical to the Flame Strike spell. Alternatively, a single vial of quintessence can give the Alchemist the ability to set flammable unattended objects alight at a distance of up to 30 feet, and to extinguish non-magical fires with a size of up to 10 cubic feet/class level for 5 rounds. As usual, additional vials may extend this effect.
Thermodynamics may also used to dispel spells with the [fire] descriptor, or be used to counter spells with the [fire] descriptor, as the spell Greater Dispel Magic. All uses of Thermodynamics that mimic a spell have a caster level equal to the Alchemist's class level, and the DC is intelligence-based. All uses of Thermodynamics are a standard action.
Aerodynamics (Su): The last element an Alchemist masters is air. The power it grants, however, is often seen as worth the wait, though it caters to more subtle uses than the other elements. The Alchemist may remove air from, or create air in an area equal to 10 cubic ft./class level. Additionally, they may mimic a Gust of Wind effect, or the Telekinesis spell, though only the Sustained Force version of the latter may be used.
Additionally, they may choose to either create air within, or remove air from a person. The former can have any number of effects. A more beneficial example would be granting a creature the ability to breathe in any environment. The latter option is equally versatile, though a more common usage would be to remove an inhaled poison from an ally, or to choke an enemy. Choking steals the air from an enemy's lungs, and prevents them from breathing any more. Should they fail their fortitude save, the victim begins drowning, as per the drowning rules in the DMG.
Any spells mimicked by Aerodynamics have a caster level equal to the Alchemist's class level. Additionally, all spells have an intelligence-based DC, while other abilities have a DC equal to (1/2 Alchemist's class level)+10+Intelligence modifier. The lasting effects from Aerodynamics - creating air in a creature or mimicking Telekinesis - last for 5 rounds, and can be extended with additional vials, as usual. Finally, all uses of Aerodynamics are standard actions.
Alchemical Mastery (Ex): At 19th level, the Alchemist's skill with their formulae reaches its peak. The DC to resist the effects of any formula created by the alchemist, whether they then use it themselves or not, rises by 3. Note that should the Alchemist be affected by the more harmful effects of their own formulae, they must also save against the raised DC.