View Full Version : [3.5, Base Class] The Combat Alchemist

2009-12-12, 06:47 PM
This is my first attempt at homebrew, please keep that in mind while critiquing. (Not that this should stop you from critiquing fairly)

This class is my attempt to make alchemy effective, It's mainly the Iron Kingdoms Combat Alchemist (http://www.davidrm.com/rpg/ikwiki/doku.php?id=combat_alchemist), mixed with a few aspects of the Alchemic Savant from Magic of Eberron.

It is built with the intention of using Djinn_In_Tonic's "The Alchemist's Lab" (http://www.giantitp.com/forums/showthread.php?t=75871)

It's probably not too well done, but thats where you folks come in.

I probably should also add some new Special Abilities and a Capstone

The Combat Alchemist

{table=head]Level | BAB | Fort | Ref | Will | Special | Arcane Catalyst Caster Lvl/Max Spell Lvl
1st | +0 | +2 | +2 | +0 | Arcane catalyst, arcane sage, hasty concoction, Skill Focus (Craft (Alchemy)) | 1/1
2nd | +1 | +3 | +3 | +0 | Poison use, smoke breather | 2/1
3rd | +1 | +3 | +3 | +1 | Brew potion, hurler | 3/2
4th | +2 | +4 | +4 | +1 | Evasion, iron gullet | 4/2
5th | +2 | +4 | +4 | +1 | Bonus feat | 5/2
6th | +3 | +5 | +5 | +2 | Brew spellvial, expert hurler | 5/3
7th | +3 | +5 | +5 | +2 | Thick skin | 6/3
8th | +4 | +6 | +6 | +2 | Efficient alchemy | 7/3
9th | +4 | +6 | +6 | +3 | | 8/4
10th | +5 | +7 | +7 | +3 | Bonus feat | 9/4
11th | +5 | +7 | +7 | +3 | Special ability | 10/4
12th | +6/+1 | +8 | +8 | +4 | Create alchemical mixture | 10/5
13th | +6/+1 | +8 | +8 | +4 | Efficient alchemy (2 potions/day) | 11/5
14th | +7/+2 | +9 | +9 | +4 | Special ability | 12/5
15th | +7/+2 | +9 | +9 | +5 | Bonus feat | 13/6
16th | +8/+3 | +10 | +10 | +5 | | 14/6
17th | +8/+3 | +10 | +10 | +5 | Special ability | 15/6
18th | +9/+4 | +11 | +11 | +6 | Efficient alchemy (3 potions/day) | 15/7
19th | +9/+4 | +11 | +11 | +6 | | 16/7
20th | +10/+5 | +12 | +12 | +6 | Bonus feat, special ability | 17/7[/table]

HD: d6

Skills:(6 + Int modifier) x 4 at first level, 6 + Int modifier at each level after.
The Combat Alchemist's class skills are Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (arcana, dungeoneering, nature), Profession (Wis), Spellcraft (Int). There probably should be more, but I can't think of any at the momment.

Proficiencies: Combat Alchemists are proficient in all simple weapons and with light armor, but not shields.

Class Features

Arcane Catalyst & Skill Focus (Craft (Alchemy)): At 1st level the Combat Alchemist gains Arcane Catalyst (http://www.davidrm.com/rpg/ikwiki/doku.php?id=ik_feats#arcane_catalyst) and Skill Focus (Craft (Alchemy)) as bonus feats. The Combat Alchemist must still meet the prerequisites of Arcane Catalyst.

Arcane Sage: A Combat Alchemist does not cast spells, but learns the arcane theory underpinning spells. This ability allows a Combat Alchemist to learn spells and to qualify for the following feats which normally require caster levels: Brew Potion and Craft Blasting Powder.
Spells learned by this ability can be used the Arcane Catalyst and Brew Potion feats. The Combat Alchemist advancement table (above) indicates the highest level spell the character can learn and their equivalent caster level for purposes of creating alchemical mixtures and potions. This equivalent caster level adds to the highest level or any arcane caster level the Combat Alchemist may possess sole for the purposes of creating potions and alchemical mixtures. To learn a spell, the Combat Alchemist must have an Intelligence score equal to 10 + the spell level. The DC for a saving throw against a Combat Alchemist's unstable potions is 10 + the spell level + the Combat Alchemist's Intelligence modifier.
If the Combat Alchemist does not have previous levels in an arcane spellcasting class, he begins play with a spell notebook containing all 0-level spells and two 1st level spells of his choice from the Arcane Catalyst Spell List (below). At each new level in the class, the Combat Alchemist can learn one spell of his choice. If the Combat Alchemist does not have access to read magic through another class, learning new spells beyond these requires access to a written copy of the spell and a Spellcraft skill check (DC 20 + the spell's level) which can be attempted once per day. Combat Alchemists maintain notebooks for their known spell but use a different notation system than wizards or arcane mechaniks, including details on alchemical components to replicate effects. If learning a spell from the notes of another Combat Alchemist, the DC is reduced by 5.

Hasty Concoction (Ex): At 1st level the Combat Alchemist learns how to rapidly mix extremely volatile and short-lived potions. This requires the Combat Alchemist to keep several reactive mixtures ready to undergo their final combination. Each day the Combat Alchemist can prepare a number of hasty concoctions equal to his Intelligence modifier. Use of this ability functions similarly to the unstable potions described in the Arcane Catalyst feat, except as noted.
Making a hasty concoction takes a single full round action and creates a single unstable potion. The Combat Alchemist can use this ability even if he has brewed his limit of unstable potions for the day, although it does exhaust a single use of the portable alchemy kit. An unstable potion created by this ability lasts for 1 round/level of the Combat Alchemist, after which it becomes inert (although the duration of the effect itself is unaffected). Using this ability takes full attention and therefore may require a Craft(Alchemy) check if the Combat Alchemist is distracted.
When throwing, ingesting, or applying a hasty concoction the Combat Alchemist must roll a Craft (Alchemy) skill check (DC equal to 20 + level of spell). Modifiers to this roll are identical to the Arcane Catalyst feat, except the only required elements are the portable alchemy kit, the catalyst set, and spell notebook. Failure requires rolling twice on the appropriate Unstable Potion Failure chart and taking the higher of the two rolls.
Poison Use: As the Assassin ability.

Smoke Breather (Ex): At 2nd level the Combat Alchemist gains a +4 competence bonus to saving throws versus inhaled poisons.

Brew Potion: At 3rd level the combat gains Brew Potion as a bonus feat. The Combat Alchemist can use this feat in place of Craft Wondrous Item for the purposes of creating dusts, elixirs, sovereign glue and universal solvent.

Hurler (Ex): At 3rd level the Combat Alchemist doubles the range increment of thrown weapons. When throwing a weapon not designed for that purpose, the character suffers a -2 penalty on the attack roll (rather than the standard -4).

Evasion: As the Rogue ability

Iron Gullet (Ex): At 4th level the Combat Alchemist gains a +4 competence bonus to saving throws versus ingested poisons.

Brew Spellvial (Ex): Beginning at 6th level, you can brew spellvials, potionlike concoctions that can be used as thrown weapons. You create the spellvial just as you would any other potion; the spell stored within must be of 3rd level or lower and capable of targeting a creature other than the caster.
For example, hold person, slow, and invisibility would all be legal options for the spellvial, but false life, fireball, and magic weapon would not, because these spells either can target only the caster (false life), don’t target a particular creature (fireball), or target an object (magic weapon). Even spells that include nontargeted effects (such as dispel magic) can be incorporated, as long as they include a targeted effect as well (only the targeted effect functions).
Such potions cost 50% more than a normal potion (for example, a spellvial of hold person would cost 750 gp × 150%, or 1,125 gp). A spellvial is thrown as a ranged touch attack with a range increment of 10 feet; a spellvial that is consumed has no effect on that creature, even if the spell it holds is beneficial (such as a spellvial of cure light wounds). If the spellvial hits the target, treat the target as if the spell had been cast on it; saves and spell resistance apply normally. Spellvials have no splash effect.

Expert Hurler (Ex): At 6th level the Combat Alchemist gains a +1 bonus to his attack roll when throwing weapons. He can reroll once for direction after missing a target with a thrown splash weapon (including grenades), picking either of the two rolls. The Combat Alchemist can also choose after determining the direction to subtract one square from the range increment by which the missed throw deviates, to a minimum of a single square.

Bonus feats: At 5th, 10th, 15th and 20th levels a Combat Alchemist gains a bonus feat which can be chosen from the following list: Advanced Synthesis*, Alertness, Aurum Ominus Alchemist*, Combat Expertise, Diligent, Endurance, Great Fortitude, Grenadier** Improved Initiative, Lightning Reflexes, Mad Alchemist** Magical Aptitude, Maximize Alchemy*, Mobility, Quick Draw, Self-Sufficient, Skill Focus, Spell Focus, Spring Attack, Stealthy.
* See below
** Players Handbook II

Thick Skin (Ex): At 7th level the Combat Alchemist gains a +4 competence bonus to saving throws versus contact poisons, injury poisons, or acids.

Efficient Alchemy (Ex): At 8th level 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).
Beginning at 13th level, your rapid alchemy talents extend to brewing potions. You can brew up to two potions (including spellvials—see below) in a single day (rather than only one), as long as their combined market price does not exceed 1,000 gp. At 18th level, you can brew up to three potions per day, with the same total market price limitation.

Special Abilities: On attaining 11th level and every three levels thereafter (14th, 17th and 20th), the Combat Alchemist gains a special ability of his choice from the following options:
Improved Evasion: As the rogue ability
Skill Mastery: Like the rogue special ability.
Trapfinding: Like the rogue special ability.
Potent Brew: The Combat Alchemist adds +1 to all numeric variable effects and a +1 to the DC to all Alchemic Items/Potions/Spellvials he brews.
Feat: The Combat Alchemist may gain a bonus feat (chosen from the list above) in place of a special ability.

Create Alchemical Mixture (Su): At 12th 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 (such as acid, alchemist’s fire, alchemist’s frost, and similar liquids) with a spellvial (such as a spellvial of hold person) by pouring the two together into a container and imbuing it with a hint of your magical ability.
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 spellvial. An alchemical mixture that includes a contact poison affects the target normally when it hits; an injury poison works in a mixture only if the alchemical splash weapon it is combined with successfully deals damage to the target (for example, if an alchemical mixture of acid and an injury poison struck a creature with immunity to acid, the injury poison would have no effect).

Arcane Catalyst Spell List
A character with levels in another casting class can only cast spells from this list if that spell is also included on the other class's spell list and the character is of sufficient level to cast the spell in that class.

Using these spells with Arcane Catalyst to create an unstable potion changes certain aspects of the spell. The parenthetical after each spell indicates (range increment, target, and area of effect). Unstable potions based on offensive spells are thrown weapons with the indicated range increment. If there is no parenthetical, the potion only affects the person drinking it. (Personal or 10') indicates the potion can either affect the person drinking it or the potion can be thrown with a 10' range increment.

These spells may also be used when crafting items.

0-level: acid splash (10'), arcane mark (applied to object), daze (10'), detect magic, detect poison, flare (10'), mending (applied to object)

1st-level: detect thoughts, disguise self, endure elements, enlarge person (person or 10'), expeditious retreat, fairie fire (10', 5' radius burst), feather fall (personal or 10'), grease (10'), hold portal (10'), jump, mage armor, obscuring mist (10', 20' radius 20' high), protection from chaos/good/evil/law, reduce person (personal or 10'), sleep (10', 10' radius burst)

2nd-level: alter self, barkskin, bear's endurance, blindness/deafness (10'), blur, bull's strength, calm emotions (personal or 10'), cat's grace, darkness (10'), darkvision, daze monster (10'), delay poison, eagle's splendor, fog cloud (10', 20' radius 20' high), fox's cunning, glitterdust (10', 10' radius burst), hideous laughter (10'), invisibility, levitate, make whole (applied to object), owl's wisdom, pyrotechnics* (10'), resist energy, see invisibility, silence (10', 10' radius emanation), spider climb

3rd-level: arcane sight, deep slumber (10', 10' radius burst), dispel magic (applied to object or 10', 10' radius burst), displacement, fly, gaseous form, gentle repose (applied to corpse), haste, heroism hold person (10'), keen edge (applied to object), nondetection, protection from energy, rage, remove paralysis (10'), shrink item (applied to object), sleet storm (10', 20' radius 20' high emanation), slow (10', 10' radius burst), stinking cloud (10' 20' radius 20' high), water breathing

4th-level: confusion (10', 15' radius burst), contagion (10', requires direct hit), fire shield, fireball (10', 20' radius burst), greater invisibility, neutralize poison (personal or applied to object), remove curse (personal or applied to object), repel vermin (10', 10' radius emanation), resilient sphere (10'), stone shape (applied to object), stoneskin

5th-level: animal growth, baleful polymorph (10'), cloudkill (10', 20' radius 20' high), ice storm (10', 10' radius burst), feeblemind (10'), hold monster (10'), mind fog, nightmare (10'), passwall (touch), seeming, transmute mud to rock (touch), transmute rock to mud (touch)

6th-level: acid fog (10', 20' radius 20' high), control water (10'), dispel magic greater (10' or applied to object), flesh to stone (applied to object), freezing sphere (10', 10' radius burst), heroism greater, stone to flesh (applied to object), true seeing

7th-level: delayed blast fireball (10', 20' radius delayed burst), disintegration (10'), greater arcane sight, insanity (10'), statue

* The version of the spell is decided when the unstable potion is mixed, not when it is used. Both versions require the potion to be thrown or dropped in a square with an existing fire source. All other effects of both versions are identical to the spell.

Iron Kingdom Feats:
It may be a good idea to change Aurum ominus alchemist to be less setting specific.

Advanced synthesis
Prerequisites: Craft (alchemy) 8 ranks, Aurum Ominus Alchemist
Benefits: When making an alchemical item, you can accomplish a week’s worth of effort in a day (i.e. successful check determines progress in silver pieces per day of work) by increasing the Craft DC by +10. Alternatively, if you are making Craft checks per day, then you can make the check every hour but increase the DC by +10.

Aurum ominus alchemist
Prerequisites: Ability to cast Arcane spells, Craft (alchemy) 4 ranks, Skill Focus [Craft (alchemy)]
Benefits: As a member of the Order of the Golden Crucible, you receive an alchemically purified gold signet ring bearing the seal of the order, the Aurum Ominus.
Whenever in a city with a Golden Crucible stronghold, you may lodge within the stronghold for free for as long you require. These are well-guarded and are treated as being having good accommodations with 3 good meals a day.
In addition, you can use an alchemist’s lab for free.
Through extensive study and training, a member of the order can identify the nature and properties of any potion, poison, or alchemical substance with a Craft (alchemy) check (DC 20).
When brewing a potion, the character reduces the XP cost by his character level, to a minimum of 1 XP.
When creating an alchemical substance, after a successful Craft (alchemy) check, you double the result for determining how much of the substance you have finished.
Obligations: Every member must perform tasks and duties for the Order. Also, the Order may call upon its members at any time for financial or arcane matter.
The Order requires a yearly tithe of 1500gp from its members; typically, this is derived from their sale in alchemical goods and magical potions. Failure to pay tithes constitutes a 500gp penalty fee in addition to the tithe and potential revoking of privileges. Expulsion is practically impossible, but penalties and removal of privileges may continue. Every new member has a 1-year grace period when accepted.

Maximize alchemy
Prerequisites: Aurum Ominus Alchemist
Benefits: All variable numeric effects of an alchemical substance modified by this feat are maximized. Saving throws and opposed rolls are not affected nor are any effects without random variables. Increase the Craft (alchemy) DC by +5 for maximized substances. Use the original DC, and not the modified DC, to determine how much of the item is crafted during any check.

2009-12-13, 04:48 PM
Is this class too badly made? is it too much of a conversion? I would really apreciate some imput.


2009-12-13, 05:10 PM
What book is Arcane Catalyst in?

2009-12-13, 05:21 PM
Its from the Iron Kingdoms setting, Here's (http://www.davidrm.com/rpg/ikwiki/doku.php?id=ik_feats#arcane_catalyst) the link.

Should I refluff the feats from the Iron Kingdoms Setting?