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The Anarresti
2010-05-08, 04:34 PM
Alchemist


Level BAB Fort Ref Will 0lvl1st 2nd 3rd 4th 5th 6th 7th 8th 9th Special
1st +0 +0 +0 +2 3 1 - - - - - - - - Bonus Feat, Transform Material
2nd +1 +0 +0 +3 4 2 - - - - - - - -
3rd +2 +1 +1 +3 4 2 1 - - - - - - -
4th +3 +1 +1 +4 4 3 2 - - - - - - -
5th +3 +1 +1 +4 4 3 2 1 - - - - - - Bonus Feat
6th +4 +2 +2 +5 4 3 3 2 - - - - - -
7th +5 +2 +2 +5 4 4 3 2 1 - - - - -
8th +6/+1 +2 +2 +6 4 4 3 3 2 - - - - -
9th +6/+1 +3 +3 +6 4 4 4 3 2 1 - - - -
10th +7/+2 +3 +3 +7 4 4 4 3 3 2 - - - - Bonus Feat
11th +8/+3 +3 +3 +7 4 4 4 4 3 2 1 - - -
12th +9/+4 +4 +4 +8 4 4 4 4 3 3 2 - - -
13th +9/+4 +4 +4 +8 4 4 4 4 4 3 2 1 - -
14th +10/+5 +4 +4 +9 4 4 4 4 4 3 3 2 - -
15th +11/+6/+1 +5 +5 +9 4 4 4 4 4 4 3 2 1 - Bonus Feat
16th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 3 3 2 -
17th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4 True Transformation, Bonus Feat



Alignment: Any
Hit Die: 1d6
Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, the Alchemist may select a bonus feat, which must either a Metamagic, Item Creation, or Spell Focus feat.
Bonus Language:An Alchemist can replace any one of his racial bonus languages with Gnomish. The Gnomes invented Alchemy, so the large majority of students of Alchemy learn their language in order to study with the masters of the Art.
Class Skills:Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually), Profession (Wis), Spellcraft (Int)
Transform Material(Su): An Alchemist can use this ability up to 3+ Int modifier times per day. This ability can affect up to 100lbs of material per level, has a range of touch, takes a full-round action to use, lasts for 10min/level and counts as a spell of half the user’s alchemist level for purposes of saving throws, concentration checks, etc. He may only affect solids with this ability (unless he takes the appropriate feat). This ability otherwise functions as the fabricate spell except as noted here.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier



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




Spell List

0th:Cure Minor Wounds, Detect Magic, Detect Poison, Inflict Minor Wounds, Light, Mending, Create Water, Purify Food and Drink, Resistance, Virtue, Flare, Arcane Mark

1st:Obscuring Mist, Magic Stone, Animate Rope, Cure Light Wounds, Deathwatch, Detect Undead, Endure Elements, Entropic Shield, Hide From Undead, Alchemical Shield, Jump, Longstrider, Hold Portal, Identify, Enlarge Person, Reduce Person, Alarm, Cause Fear, Protection From Harm

2nd:Wind Wall, Soften Earth and Stone, Produce Flame, Fog Cloud, Wood Shape, Bear’s Endurance, Bull’s Strength, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Eagle’s Splendor, Fox’s Cunning, Gentle Repose, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shatter, Silence, Sound Burst, Status, Barkskin, Chill Metal, Heat Metal, Warp Wood, Alter Self, Darkvision

3rd:Animate Dead, Blindness/Deafness, Contagion, Continual Flame, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Magic Circle, Meld Into Stone, Obscure Object, Magic Vestment, Protection From Energy, Remove Blindness/Deafness, Remove Disease, Water Breathing, Gaseous Form, Stone Shape

4th:Control Water, Cure Critical Wounds, Deathward, Dimensional Anchor, Dismissal, Freedom of Movement, Giant Vermin, Imbue With Spell Ability, Inflict Critical Wounds, Greater Magic Weapon, Neutralize Poison, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Wings, Spike Stones, Wall of Fire, Minor Creation, Wall of Ice

5th:Break Enchantment, Mass Cure Light Wounds, Disrupting Weapon, Mass Inflict Light Wounds, Plane Shift, Scrying, Slay Living, Spell Resistance, Symbol of Pain, Symbol of Sleep, True Seeing, Lesser Planar Binding, Control Winds, Wall of Stone, Fire Shield, Ice Storm, Fabricate, Permanency, Transmute Mud to Rock, Transmute Rock to Mud

6th:Planar Binding, Summon Vehicle, Stoneskin, Major Creation, Animate Objects, Antilife Shell, Banishment, Mass Bear’s Endurance, Blade Barrier, Mass Bull’s Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Mass Eagle’s Splendor, Mass Fox’s Cunning, Forbiddance, Glyph of Warding, Harm, Heal, Hero’s Feast, Mass Inflict Moderate Wounds, Mass Owl’s Wisdom, Symbol of Fear, Symbol of Persuasion, Undeath to Death, Wall of Iron, Flesh to Stone, Stone to Flesh

7th:Clone, Control Weather, Earthquake, Firestorm, Acid Fog, Hardening, Mass Cure Serious Wounds, Mass Inflict Serious Wounds, Greater Restoration, Greater Scrying, Symbol of Stunning, Symbol of Weakness, Regenerate, Transmute Metal to Wood, Transmute Wood to Metal

8th:Whirlwind, Iron Body, Incendiary Cloud, Horrid Wilting, True Creation, Antimagic Field, Mass Cure Critical Wounds, Dimensional Lock, Mass Inflict Critical Wounds, Greater Planar Binding, Greater Spell Immunity, Symbol of Death, Symbol of Insanity, Polymorph Any Object

9th:Elemental Swarm, Prismatic Sphere, Astral Projection, Energy Drain, Gate, Mass Heal, Implosion, Soul Bind, Storm of Vengeance, Duplicate

The Anarresti
2010-05-08, 04:36 PM
Feats for the use of the Transform Material Ability (in no particular order):
Notes:
1. Each metaTransformation feat has a number given as a modifier. This is the number of additional times per day that a usage of this ability takes up, in addition to the original 1 time per day that a normal Transform Material usage takes up. If more than one feat is applied to a single usage, add together all the modifiers.
2. If not otherwise noted, a changed usage is just like the original. For example, if duration is not mentioned, than it is 10min/level, if range is not mentioned, than it is touch, etc.
3. Applying a Metatransformation feat to a use of the Transform Material ability does not take any extra time, unless the feat description states otherwise.
Feat list

General Feats
Extra Transformation: The Alchemist may use his Transform Materials ability and extra four times per day. This feat may be taken more than once; it's effects stack.
Metatransformation feats
Cure: This ability causes the Alchemist to channel positive energy into the subject, curing 1d4 points of damage per level as with a cure spell. Modifier: +0 Duration: Instantaneous
Inflict: Functions as Cure, only it uses negitive energy as an inflict spell
Repair: Functions as Cure, only it repairs damage as a repair X damage spell
Desintegrate: Prequisites: Alchemist level 11. Mimics the disintegrate spell, only the range is touch as normal. Duration: Instantaneous. Mod: +5
Extend Transformation: Doubles the duration of the effect of any of your transformation abilities. Has no effect on any whose duration is instantaneous, permanent, or concentration. Modifier: +1
Transmute Into Food: Turns affected organic material into edible food (wood into brown bread, flowers into fruit, blood into broth, etc.). It can also work the other way around. The substance to be affected must be organic. Vegetable-based foods can only come from plant matter, and meat-based foods from flesh. Example: you cannot turn bones into bread, but you could turn bones into jerky. Duration: Permanent, but the food rots as normal. This has no effect on living animals or living plant creatures. Modifier: +1
Petrify: Perquisites: Alchemist level 7. Functions as flesh to stone, only range and duration are as normal (touch and 10min/level). Cannot be used to undo the spell flesh to stone or stone to flesh. Modifier: +4
Quicken Transformation: perquisites: Alchemist level 8. Makes any transformation a swift action. You may only use one quickened Transformation in a single round, and you may not use a quickened spell in the same round, or vice versa. Modifier: +4
Transmute Flame: Prequisites: Alchemist level 2. This can produce any of the following effects:
1. Increase light: The radius of bright and shadowy light produced by the flame doubles with a halving of the heat output (1d3 heat damage, not 1d6). It becomes magical flame.
2. Increase heat: The fire burns a pale blue (shadowy illumination out to the old bright illumination range, no bright illumination). Fire damage taken from it increases from 1d6 to 1d6+1 per Alchemist level, and it becomes magical flame.
3. Duplicates the effect of the spell quench. Non-magical fire effect only. Range is still touch.
4. Duplicates the effect of the spell pyrotechnics. Range is still touch.
You may touch the fuel for the fire, and not the fire itself to affect it. For example, you may use this on the flame of a torch you are carrying. Bear in mind that using the Write Script feat would probably be intelligent with this feat. Modifier: +1
Affect Liquids: You may affect liquids with your transform materials ability. Modifer: +0
Affect Gases: Perquisites: Affect Liquids. You may affect gases with your Transform Materials ability. Modifier: +0
Transmute: Perquisites: Alchemist Level 9. You may turn any kind of material into any other kind of material. You may even replicate the magical qualities of materials such as Cold Iron, or duplicate precious metals. The transmuted material is the same temperature as it originally was, for example, if you attempted to turn cool wood into lava (although you would burn your hand on the lava sample) you would only turn the cool wood into cool stone. You must have at least 1 oz of the material to be turned into and touch it to the subject matter to effect the transformation. The duration is 10min/level, as normal. You must succeed on a DC 10 + (1/2 Alchemist Level) spellcraft check to made precious metals, and a DC 15 + (1/2 Alchemist Level) to duplicate extraordinary materials such as cold iron, darkwood, Adamantine, mithrail, or Alchemical Silver. Modifier: mundane materials: +2, precious metals: +3, extraordinary materials +4.
Fuse: This feat allows you to fuse together objects on the molecular level where they touch, welding them together without crack or seam. All of the obects must be touching each other. For example, you could fuse a pile of sand into one large rock, or you could lay two shields on top of each other and weld them together. The objects need not be of the same material. This affects 10 cubic feet of material per level, not 100lbs/level.
Move Heat: Perquisites: Alchemist level 4. You may move heat from one object to another. You must be touching both objects, one that you move heat from, the other you move it to. Alternatively, you may move heat to or from yourself. You may move up to 30ºF per 100lbs per level. You may move heat unevenly, for example, you may cool 500 pounds of water by 10ºF to warm up your 100lb elf companion by 50ºF. If you use this on a living creature for every 30ºF per 100lb you increase or decrease their temperature, they take 1 point cold or fire damage, as appropriate. Modifier: +1
Oxidize: Perquisites: Alchemist level 11. This instantly combines the subject matter with the surrounding oxygen. Wood turns to ash and smoke, iron rusts, etc. No heat is produced. This works underwater, but not in any place were there is no oxygen. As a rule of thumb, for every 20lbs oxidized, ten cubic feet of the surrounding air is rendered unbreathable. Oxygen must be touching the material for this to work. Duration: instantaneous. Modifier: +5.
Write Script: Perquisites: Alchemist level 3. You write a complex runic incantation onto a scrap of paper, using magical blue alchemical ink (50gp an oz. One ounce lasts you 10 per-day uses, so five 2-per-day transformations, three 3-per-day uses, etc.). This allows you to store one use of your transformation ability into it. This effects the target, specified when you write it, when the script comes into contact with it. For example, if you wrote a petrification script, with the target specified as a Human, then the first human to touch the script would be petrified. You may make the target as specific or as general as you want. A successful Use Magic Device check can fool this, as can any ability that would fool a divination spell of the maximum level you can cast. You may handle it safely while you write it, but once you let go, you are an acceptable target if you fit the target criteria. To function, it must actually touch the target, so if it is to affect a creature, it must touch bare skin. The magic lasts for twelve hours before the script fades and becomes worthless parchment. It takes you 10 minutes to write a script. Modifier: +1
Delay Transformation: You may delay the effect of a Transformation ability for five rounds per per-day use you expend after you touch the target. For example, Gerald the Gnomish Alchemist expends two per-day uses in addition to the 6 it would cost him normally, for a grand total of eight, to Delay Disintegrate the bridge he is standing on. A minute later the bridge disintegrates, leaving Gerald safely on one side with the zombie hoard trapped on the other.
modifier: +1 per 5 rounds delayed.

The Anarresti
2010-05-08, 11:43 PM
Sorry, I'll put that in. But do you think that I should just up metatransformation and get rid of spellcasting entirely?

Melayl
2010-05-08, 11:50 PM
Sorry, I'll put that in. But do you think that I should just up metatransformation and get rid of spellcasting entirely?

Yes. Although, you may need to then increase the uses per day of transformation (say 3+Int mod at 1st level, +Int mod per level after?), and decrease the mass/volume per use of transformation (say, 10 pounds per level, perhaps with a metatransformation feat to increase the amount?). Just my 2 cents.

Thomar_of_Uointer
2010-05-09, 11:24 AM
Sorry, I'll put that in. But do you think that I should just up metatransformation and get rid of spellcasting entirely?

I'd say no. There's no need to reinvent the wheel, and many of the abilities you want match up directly to existing spells. If you really want to make them unique, you could make metatransformation feats refer directly to existing spells instead.

Do they prepare spells, or are they spontaneous casters? I'm assuming spontaneous... Also, they don't have any listed weapon proficiencies. Are they proficient with all simple weapons and no armor?

Melayl
2010-05-09, 01:13 PM
I'd say no. There's no need to reinvent the wheel, and many of the abilities you want match up directly to existing spells. If you really want to make them unique, you could make metatransformation feats refer directly to existing spells instead.

Do they prepare spells, or are they spontaneous casters? I'm assuming spontaneous... Also, they don't have any listed weapon proficiencies. Are they proficient with all simple weapons and no armor?

Sometimes it is better to reinvent the wheel than to try to make an oddly-fitting wheel work in the wrong spot. He's got a good mechanic going, and he could make something really unique and cool with it.

The Anarresti
2010-05-09, 02:04 PM
I'd like to continue with the metatransformation feats. I was thinking if I focus on that, and cut out spellcasting, than the are profeicenet with all armor and sheilds, simple weapons, and maybe upping their hit die as cleric. Probably give them more bonus metatransformation feats.