Lix Lorn
2013-08-28, 08:26 PM
Alchemist
‘Three parts of this, two parts of that, four of this and we end up with nine parts of agonising death.’
Background: An Alchemist is a master of potions and chemicals, who relies upon his creations to see him through the day. Some treat them as potions, drinking them and causing them to be drunk, while others smear them upon arrows or slingstones, or project them as gases.
Races: Alchemists are common among races with a thirst for knowledge and a desire for renown. Humans have a large number of Alchemists, purely due to their numbers and relentless curiosity. Gnomes too are common, enjoying the unique mixture of science and magic that Alchemists use. Orcs, however, being fond of neither, rarely become Alchemists.
Other Classes: Alchemists often get on with Wizards, both using their intelligence to get on in life, even though the Alchemists use more mundane methods. Druids, however, often dislike their techniques.
Role: An Alchemist uses their brews and mixtures to control the battlefield, debuff their opponents, or buff their allies.
Alchemists in the World: A lot of Alchemists settle down, protecting and defending small villages with their talents. Sometimes they take a position in the court of a monarch, but rarely, very rarely, they take the life of an adventurer, seeking to prove the superiority of their craft.
Inspiration: I did a fun RP with an alchemist girl. It took me ages to make the class. Singed is also to blame.
Alignment: Alchemists tend towards neutrality. Intelligence has no morals.
Hit Die: d6
Starting Gold: 6d4x10gp
Starting Age: As Wizard
Class Skills-The Alchemist’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, Nature), Listen (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st level: (6+Int Modifier) x4
Skill Points per Level: 6+Int Modifier
Alchemist
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Alchemist’s Brew, Brew Delivery
2nd
+1
+3
+0
+3
Alchemist’s Eye
3rd
+1
+3
+1
+3
4th
+2
+4
+1
+4
5th
+2
+4
+1
+4
Brew Potions
6th
+3
+5
+2
+5
7th
+3
+5
+2
+5
8th
+4
+6
+2
+6
9th
+4
+6
+3
+6
10th
+5
+7
+3
+7
11th
+5
+7
+3
+7
Alternate Delivery
12th
+6/+1
+8
+4
+8
13th
+6/+1
+8
+4
+8
14th
+7/+2
+9
+4
+9
15th
+7/+2
+9
+5
+9
16th
+8/+3
+10
+5
+10
17th
+8/+3
+10
+5
+10
Alternate Delivery
18th
+9/+4
+11
+6
+11
19th
+9/+4
+11
+6
+11
20th
+10/+5
+12
+6
+12
Weapon and Armour Proficiency: An Alchemist is proficient with simple weapons, as well as thrown Solutions, and light armor. They are not proficient with medium or heavy armour, or shields.
Alchemist’s Brew [Su]: An Alchemist’s greatest powers lie in the potions and compounds they produce. This process of creation is abstracted to a similar process to prepared spellcasting.
To prepare a solution, the Alchemist must have an Intelligence score equal to at least 10 + the solution level. The Difficulty Class for a saving throw against an Alchemist’s solution is 10 + the solution’s level + the Alchemist’s Intelligence modifier. This supercedes the initial saving throws from spells, where a solution mimics a spell. If a spell gives two or more saving throws, the second and subsequent saving throws function as normal, but still use this DC.
An Alchemist can craft a number of solutions in the mornings depending on the table below. He may always prepare solutions of a lower level than a slot could grant. Any Alchemist can craft a solution of first level, but more powerful solutions need him to possess ranks in Craft (Alchemy) equal to three plus twice the solution’s level. A solution’s delivery method is decided when it is prepared. These solutions are temporary, not made with lasting materials, and will fade at the end of the day.
An Alchemist who then prepares the same solutions the next day is, of course, free to fluff them as the same ones.
Preparing solutions requires an hour of time. An Alchemist without this time may, if the DM permits, utilise remaining solutions from the previous day.
An Alchemist can create lasting Solutions by using more expensive materials. (Daily solutions are created for free.) A permanent solution costs 50gp x Solution level x Alchemist level. He may choose to lower his alchemist level for the purposes of these solutions, although it may not be lower than the minimum level required to prepare the solution. Solutions are almost always use-activated.
An Alchemist knows all solutions he can prepare.
As a final benefit, an Alchemist gains a +1 alchemical bonus to all saving throws against poisons, alchemical effects, and Solutions.
In case it needs to be said, an Alchemist is treated as a spellcaster for the purposes of crafting Alchemical items such as a Sunrod, Tanglefoot Bag, Tindertwig or others.
Solutions Per Day
Level
1
2
3
4
5
6
7
8
9
1
2
2
3
3
4
4
4
2
5
4
3
6
4
4
2
7
4
4
3
8
4
4
4
2
9
4
4
4
3
10
4
4
4
4
2
11
4
4
4
4
3
12
4
4
4
4
4
2
13
4
4
4
4
4
3
14
4
4
4
4
4
4
2
15
4
4
4
4
4
4
3
16
4
4
4
4
4
4
4
2
17
4
4
4
4
4
4
4
3
18
4
4
4
4
4
4
4
4
2
19
4
4
4
4
4
4
4
4
3
20
4
4
4
4
4
4
4
4
4
Solutions
As a note, effects that require you to raise the solution's level also raise the level of enhanced versions of the solution. (So, a Solution of Burns and Blizzards that grants Force Immunity would be level six.)
A solution gains all the benefits and options of lower level versions.
Burns and Blizzards
Minimum Level: One
Solutions of Burns and Blizzards fill the targets with a protection from one damage type, chosen on creation. This is usually acid cold, electricity, or fire. A solution that grants resistance to rarer damage types can be made, but raise the solution level by one for a solution protecting from a type such as sonic, or two for a type like force - and a third level if it provides Immunity to one or more of these types.
A solution grants 5 resistance for each of its levels.
A solution that would grant 20 resistance to a single damage type instead grants immunity.
A fifth or higher level solution can split protection between multiple damage types.
A fifth level solution could grant fire resistance 5 and cold immunity, or fire resistance 10 and cold resistance 15.
If one or more of the chosen damage types requires a higher solution level, that many levels are ignored. (This penalty must only be paid once.)
For example, a solution granting force resistance and sonic resistance both at 10 would be level six - four lots of resistance five, plus a two level penalty for force damage.
Death and Endings
Minimum Level: One
Solutions of Death and Endings fill a target with dark energy, dealing 1d6 negative energy damage per alchemist level, (Maximum dice 2 + twice Solution level). As usual, this damage is healing to undead targets.
Alternatively, a Fifth level Solution deals 1d4 negative levels. Additional levels can increase the die size by one for every two additional levels, and/or two levels can be used to give the negative levels a chance of becoming permanent twenty four hours later, if they fail a will save.
Alternatively, an Eighth level solution can kill those who fail their saving throw.
Fear and Failure
Minimum Level: One
Solutions of Fear and Failure weaken those that are affected by them.
They grant an alchemical penalty equal to 1 + half solution level to the Alchemist’s choice of any one saving throw, attack rolls, or double that penalty to damage rolls (to a minimum of one.) It lasts for one round/alchemist level.
A second level solution can cause this penalty instead to AC.
A third level solution can cause two of these options. All three saves counts as only two options.
A fourth level solution can cause this penalty to ability checks and skill checks.
A fifth level solution can cause three options.
A seventh level solution can grant four options.
A ninth level solution can grant five options.
Flame and Ruin
Minimum Level: One
Solutions of Flame and Ruin cause severe damage to those affected. They deal 1d6 damage per alchemist level, (Maximum 2 + twice Solution level). This damage is usually fire or acid damage, but other damage types are fine with explanation. Damage types which are severely stronger than the normal options, such as sonic or force, deal reduced damage. A damage type on par with sonic has -1 damage per die, and Force damage or similarly powerful types have -2 damage per die.
Hope and Will
Minimum Level: One
Solutions of Hope and Will increase the capabilities of those that are affected by them.
They grant an alchemical bonus equal to 1 + half solution level to the Alchemist’s choice of any one saving throw, attack rolls, or double that bonus to damage rolls. It lasts for one round/alchemist level.
A second level solution can grant this benefit instead to AC.
A third level solution can grant two of these options. All three saves counts as only two options.
A fourth level solution can grant this benefit to ability checks and skill checks.
A fifth level solution can grant three options.
A sixth level solution can grant ten times this number in temporary hit points.
A seventh level solution can grant four options.
An eighth level solution can grant half this number in bonus hit dice (d10s), granting bonuses to attack rolls, HP, and fortitude saves. (Similarly to the Bard’s Inspire Greatness ability, but alchemical bonuses)
A ninth level solution can grant five options.
Life and Beginnings
Minimum Level: One
Solutions of Life and Beginnings fill a target with bright energy, dealing 1d6 positive energy damage per alchemist level, (Maximum dice 2 + twice Solution level). As usual, this damage is healing to living foes, and only harms undead.
Alternatively, a third level solution carries a Lesser Restoration effect.
Alternatively, a fifth level solution carries a Restoration effect.
Alternatively, a seventh level solution carries a Greater Restoration effect.
Alternatively, a ninth level solution in potion form can carry a True Resurrection effect. This solution can only be made in permanent potion form, and requires an additional 25,000gp in material to create.
Sleep and Slumber
Minimum Level: One
Solutions of Sleep and Dreams cause those affected to fall deeply asleep.
The duration and potency depends on level. At level 1, the sleep lasts for 1d4 rounds, and is broken by normal means, including noise or any damage.
A second level solution lasts for 1d6 minutes, and is unaffected by nonlethal damage or noise.
A fourth level solution lasts for 1d6 hours, and the foe is treated as unconscious.
A sixth level solution lasts for 1d6 hours, and requires magic such as remove curse to defeat.
An eighth level solution lasts for 1d6 days, and is broken by effects such as break enchantment.
A ninth level solution lasts for 1d6 months, unless broken by break enchantment.
Smoke and Fog
Minimum Level: One
Solutions of Smoke and Fog obscure the vision of the area they fill, or the targets they strike. Someone targeting through this area, or while affected by it, must make a spot check to see their target. The DC of this check is equal to 10+the Alchemists ranks in Craft (Alchemy)+the Solution’s level.
A target remains affected only while he targets from/through/within a fume cloud. A target who drinks a Potion, is struck Martially, or affected by an Explosion is affected one round, plus one round per the Solution’s level.
A fifth level solution grants total concealment regardless of spot check.
Martial, Potion, and Explosion forms can be made to grant concealment to the targets, or to grant concealment from the targets.
Sun and Moon
Minimum Level: One
Solutions of Sun and Moon glow brightly. They can be daubed onto substances, or used to create sunrods. When drunk, they cause the drinker to glow, and martial delivery causes the injury or target to glow. Fumes and Explosive forms impart their brightness on anything they touch. Potions affect all they are poured onto.
They clearly illuminate 20ft+5ft/class level, and produce shadowy illumination for double that. This brightness lasts for six hours, although an Alchemist can make a solution that will remove the glow caused by any solution of lower level.
Tangle and Traps
Minimum Level: One
Solutions of Tangle and Traps cause those affected to be unable to move. They are entangled, and their speed reduced to 0ft. If they make a reflex save, their speed is only halved. A flying creature who fails its save crashes. The goo lasts for 2d4 rounds, plus 1d4 rounds per three class levels.
A fourth level solution effects those who fail their save with a Dimensional Anchor effect, as the spell.
A fifth level solution is intensely magical, and binds ethereal and incorporeal creatures as normal.
Venom and Pain
Minimum Level: One
Solutions of Venom and Pain cause lasting damage to a target’s attributes. They deal one point ability damage of any one type, and are treated as a poison. Preparing this solution in a higher level slot increases the damage by one damage die per level. (1>1d2>1d3>1d4>1d6>1d8>1d10>2d6>3d6)
Alternatively, a Solution can be made as an Antitoxin, in which case it grants an alchemical bonus equal to three plus twice its Solution level to all saving throws against poisons for one hour, and grants an immediate additional saving throw against any poisons that currently afflict them, with this bonus.
Words and Wonder
Minimum Level: One
Solutions of Words and Wonder grant those under their effects the ability to communicate with any intelligent being with a language. It lasts for 1 minute/class level.
A second level solution allows communication with animals and other creatures without the intelligence to speak.
A fifth level solution grants telepathy, with a range of 10ft/class level, and is not language-dependent.
Any of these solutions can be prepared as one level higher to improve the duration to 1 hour/class level.
Dreams and Desire
Minimum Level: Two
Solutions of Dreams and Desire impart those that drink them with love. They can be made to cause feelings either towards the user, or towards the next compatible creature the subject sees.
This feeling is the equivalent of a Charm effect, and lasts for 1 hour/class level.
A sixth level solution is far stronger, and is not broken by harmful action – although they’ll defend themselves.
An eighth level solution produces unnatural devotion, closer to a dominate person effect.
Any of these solutions can be prepared as one level higher to improve the duration to 1 day/class level.
Form and Fancy
Minimum Level: Three
Solutions of Form and Fancy change the subject from one shape to another. They last for one minute per alchemist level.
This affects the target as per Alter Self.
A fifth level solution instead functions as Polymorph.
A sixth level solution mimics Baleful Polymorph.
A ninth level solution functions as Polymorph Any Object.
By adding one to the solution's level, the duration is enhanced to one hour per level. By instead adding two, the duration becomes one day per level.
Spirits and Silence
Minimum Level: Three
Solutions of Spirits and Silence inflict Invisibility upon their subjects.
A sixth level solution can instead inflict Greater Invisibility.
With an eighth level solution, subjects are instead affected as if by Ethereal Jaunt.
Hoarfrost and Hardship
Minimum Level: Four
A solution of Hoarfrost and Hardship slows the target severely, as the spell.
A fifth level solution increases the penalty on actions to -2.
A sixth level solution reduces the target's movement speed by three quarters, rather than half.
A ninth level solution, prevents the target from taking more than a single swift action per turn.
Swiftness and Celerity
Minimum Level: Four
A solution of Swiftness and Celerity vastly speeds up its targets, as Haste
A fifth level solution increases the bonuses on actions to +2.
A sixth level solution doubles the target's movement speeds, or adds 50 to it, (whichever is greater), rather than adding 30.
A ninth level solution allows the targets to, once during its duration, take an additional full round of actions (swift and move and standard or swift and full round) in one round, rather than just an additional attack.
Wind and Sky
Minimum Level: Four
Solutions of Wind and Sky grant those that are affected by them the power of flight.
This flight has a speed of 20ft, plus 10ft per level of the Solution. It is Poor manoeuvrability. It has a 1 minute/Alchemist level duration.
A sixth level solution has average maneuverability.
A seventh level solution has a 1 hour/alchemist level duration.
An eighth level solution has good maneuverability.
A ninth level solution has perfect maneuverability.
Gates and Worlds
Minimum Level: Five
Solutions of Gates and Worlds are odd, producing an intensely magical event that links two places together.
A Martial or Potion delivery affects only the target/drinker. An explosive delivery affects everyone in range who does not save. A Fumes delivery creates a glowing cloud at the origin and exit point, which teleport anyone which enters to the opposite until their duration ends. This is a teleportation effect. Obviously.
The destination must be visible and within 400ft+40ft per class level, or not visible but within 100ft+10ft per class level.
A sixth level solution is not limited by range, but needs either a careful description, in which case it suffers a failure chance as if a ‘Seen Casually’ Teleport, or a picture or item from the location, in which case it functions automatically. This solution is limited by planar boundaries.
An eighth level solution is no longer bound by planar limits.
Brew Delivery: Different Alchemists use their solutions in different ways. At first level, an Alchemist chooses one delivery method, and gains the listed benefits. They may choose an additional method at 11th and 17th level.
Martial Delivery: An Alchemist who uses this method uses some form of weapon to impart solutions to their targets. They gain proficiency with any one weapon, or Weapon Focus as a bonus feat for a weapon they are already proficient with (even if they don’t meet the feat’s prerequisites). In addition, Alchemist levels gained with or after they choose this delivery method gain ¾ BAB per level rather than ½. Most Alchemists favour ranged weapons such as bows, blowpipes, or even modified water pistols, but can equally use their abilities with melee weapons.
Their Solutions usually affect only a single target they strike with their attack (or as a Touch range effect on a willing target). An Alchemist with this method may add as many Solutions to his weapons as a move action as he can make attacks in a full round action, and may add a single Solution as a swift action. Solutions last for only a single attack, even if the attack misses.
Fumes Delivery: An Alchemist who uses this method releases their solutions as clouds of gas, often by throwing them in small bottles. He is assumed to have as many of these bottles as he needs. Throwing a solution is a ranged touch attack with 30ft range, made at either a specific character or a square. (Squares have a touch AC of five.)
A direct hit on a character deals 1d3 bludgeoning damage as well as releasing the solution. (If they miss the character but still hit the square’s AC, measure the effects from there, but if they miss the square entirely, negate the attack.)
Solutions explode into a cloud of smoke with a radius in squares equal to half their level, not counting the target square. A successful reflex save allows a being to avoid the smoke, but it must be made every round they stay in the smoke. The clouds remain for 1d3+(half solution level) rounds (rolled when they form), and are not dissipated by wind, although they can be blown high winds, such as that from a Gust of Wind spell. These clouds have their save DC lowered by one.
An Alchemist of this method learns to summon the winds to direct his smoke clouds. He gains Gust of Wind as a spell-like ability, which he may use as a swift action. He may use it once a day to begin with, but gains an additional use each level after he first chooses it.
As a swift action a number of times per day equal to his class level, he may mimic a Gust of Wind effect with length of up to 60ft, with both start and endpoints within 100ft.
Potion Delivery: An Alchemist who uses this method creates their solutions as potions, meaning they need to be drunk. They gain +1 effective level when making their solutions, and add one to their save DC, but can only affect people with them if they can persuade them to drink them. They are negated with a fortitude save. Some potions also function when poured.
Alchemist levels gained with or after they choose this delivery method gain 8 skill points per level, rather than 6.
Explosive Delivery: An Alchemist who uses this method uses their solutions in explosive concoctions, spreading them viciously. They throw their solutions. Throwing a solution is a ranged touch attack with 30ft range, made at either a specific character or a square. (Squares have a touch AC of five. If they miss the character but still hit the square’s AC, measure the effects from there, but if they miss the square, negate the attack.)
An Explosive Delivery effects foes within 5ft+5ft/2 class levels of the target square. They must make a reflex save or suffer the Solution's effects.
In addition, the Alchemist may cause the solution's explosion to deal additional damage to those within the detonation. If he does, the target square suffers 1d3+1d3/2 class levels damage, and other squares in range suffer half that damage. The target square's inhabitants halve this damage on a successful save against the solution, and other targets negate it if they pass their save.
Alchemist’s Eye: A 2nd level Alchemist understands his field perfectly. He gains a bonus equal to his class level on checks made to identify potions and solutions. He may cast Identify as a full round action at will when the target is a potion or solution.
Brew Potions: A 5th level Alchemist receives Brew Potions as a bonus feat. He can substitute a Craft (Alchemy) Check for knowing a spell when he makes a potion. The DC is 15+Spell level. If the check succeeds, he may create the potion as if he knew the spell. If it fails, he cannot. He does not lose gold or XP, but may not attempt to act as if he knew that spell until he gains another level.
Feats
Natural Student
Prerequisites: About to or already have taken first level of Alchemist
Benefit: The Alchemist relies not on extensive study, but an innate understanding. They may replace Intelligence in all class abilities with either Wisdom or Charisma.
Normal: Arcane chemistry requires effort.
Trail Delivery
Prerequisites: Fumes Delivery
Benefit: The Alchemist can, as a full round action, move his base movement speed. He leaves behind solution in each square he moves through this round. A foe who moves through one of these squares must make a fortitude save or suffer the effects of the solution. Apart from the shape of their area, they function like a Fumes delivery.
As an additional benefit, each fourth Alchemist level after you take this feat grants you a +10ft competence bonus to your speeds.
Normal: Toxic trails are usually caused by beans.
I'm sure I've missed things, but I want this out there. Any suggestions for Solutions, deliveries, feats, or anything else are welcome.
‘Three parts of this, two parts of that, four of this and we end up with nine parts of agonising death.’
Background: An Alchemist is a master of potions and chemicals, who relies upon his creations to see him through the day. Some treat them as potions, drinking them and causing them to be drunk, while others smear them upon arrows or slingstones, or project them as gases.
Races: Alchemists are common among races with a thirst for knowledge and a desire for renown. Humans have a large number of Alchemists, purely due to their numbers and relentless curiosity. Gnomes too are common, enjoying the unique mixture of science and magic that Alchemists use. Orcs, however, being fond of neither, rarely become Alchemists.
Other Classes: Alchemists often get on with Wizards, both using their intelligence to get on in life, even though the Alchemists use more mundane methods. Druids, however, often dislike their techniques.
Role: An Alchemist uses their brews and mixtures to control the battlefield, debuff their opponents, or buff their allies.
Alchemists in the World: A lot of Alchemists settle down, protecting and defending small villages with their talents. Sometimes they take a position in the court of a monarch, but rarely, very rarely, they take the life of an adventurer, seeking to prove the superiority of their craft.
Inspiration: I did a fun RP with an alchemist girl. It took me ages to make the class. Singed is also to blame.
Alignment: Alchemists tend towards neutrality. Intelligence has no morals.
Hit Die: d6
Starting Gold: 6d4x10gp
Starting Age: As Wizard
Class Skills-The Alchemist’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, Nature), Listen (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st level: (6+Int Modifier) x4
Skill Points per Level: 6+Int Modifier
Alchemist
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Alchemist’s Brew, Brew Delivery
2nd
+1
+3
+0
+3
Alchemist’s Eye
3rd
+1
+3
+1
+3
4th
+2
+4
+1
+4
5th
+2
+4
+1
+4
Brew Potions
6th
+3
+5
+2
+5
7th
+3
+5
+2
+5
8th
+4
+6
+2
+6
9th
+4
+6
+3
+6
10th
+5
+7
+3
+7
11th
+5
+7
+3
+7
Alternate Delivery
12th
+6/+1
+8
+4
+8
13th
+6/+1
+8
+4
+8
14th
+7/+2
+9
+4
+9
15th
+7/+2
+9
+5
+9
16th
+8/+3
+10
+5
+10
17th
+8/+3
+10
+5
+10
Alternate Delivery
18th
+9/+4
+11
+6
+11
19th
+9/+4
+11
+6
+11
20th
+10/+5
+12
+6
+12
Weapon and Armour Proficiency: An Alchemist is proficient with simple weapons, as well as thrown Solutions, and light armor. They are not proficient with medium or heavy armour, or shields.
Alchemist’s Brew [Su]: An Alchemist’s greatest powers lie in the potions and compounds they produce. This process of creation is abstracted to a similar process to prepared spellcasting.
To prepare a solution, the Alchemist must have an Intelligence score equal to at least 10 + the solution level. The Difficulty Class for a saving throw against an Alchemist’s solution is 10 + the solution’s level + the Alchemist’s Intelligence modifier. This supercedes the initial saving throws from spells, where a solution mimics a spell. If a spell gives two or more saving throws, the second and subsequent saving throws function as normal, but still use this DC.
An Alchemist can craft a number of solutions in the mornings depending on the table below. He may always prepare solutions of a lower level than a slot could grant. Any Alchemist can craft a solution of first level, but more powerful solutions need him to possess ranks in Craft (Alchemy) equal to three plus twice the solution’s level. A solution’s delivery method is decided when it is prepared. These solutions are temporary, not made with lasting materials, and will fade at the end of the day.
An Alchemist who then prepares the same solutions the next day is, of course, free to fluff them as the same ones.
Preparing solutions requires an hour of time. An Alchemist without this time may, if the DM permits, utilise remaining solutions from the previous day.
An Alchemist can create lasting Solutions by using more expensive materials. (Daily solutions are created for free.) A permanent solution costs 50gp x Solution level x Alchemist level. He may choose to lower his alchemist level for the purposes of these solutions, although it may not be lower than the minimum level required to prepare the solution. Solutions are almost always use-activated.
An Alchemist knows all solutions he can prepare.
As a final benefit, an Alchemist gains a +1 alchemical bonus to all saving throws against poisons, alchemical effects, and Solutions.
In case it needs to be said, an Alchemist is treated as a spellcaster for the purposes of crafting Alchemical items such as a Sunrod, Tanglefoot Bag, Tindertwig or others.
Solutions Per Day
Level
1
2
3
4
5
6
7
8
9
1
2
2
3
3
4
4
4
2
5
4
3
6
4
4
2
7
4
4
3
8
4
4
4
2
9
4
4
4
3
10
4
4
4
4
2
11
4
4
4
4
3
12
4
4
4
4
4
2
13
4
4
4
4
4
3
14
4
4
4
4
4
4
2
15
4
4
4
4
4
4
3
16
4
4
4
4
4
4
4
2
17
4
4
4
4
4
4
4
3
18
4
4
4
4
4
4
4
4
2
19
4
4
4
4
4
4
4
4
3
20
4
4
4
4
4
4
4
4
4
Solutions
As a note, effects that require you to raise the solution's level also raise the level of enhanced versions of the solution. (So, a Solution of Burns and Blizzards that grants Force Immunity would be level six.)
A solution gains all the benefits and options of lower level versions.
Burns and Blizzards
Minimum Level: One
Solutions of Burns and Blizzards fill the targets with a protection from one damage type, chosen on creation. This is usually acid cold, electricity, or fire. A solution that grants resistance to rarer damage types can be made, but raise the solution level by one for a solution protecting from a type such as sonic, or two for a type like force - and a third level if it provides Immunity to one or more of these types.
A solution grants 5 resistance for each of its levels.
A solution that would grant 20 resistance to a single damage type instead grants immunity.
A fifth or higher level solution can split protection between multiple damage types.
A fifth level solution could grant fire resistance 5 and cold immunity, or fire resistance 10 and cold resistance 15.
If one or more of the chosen damage types requires a higher solution level, that many levels are ignored. (This penalty must only be paid once.)
For example, a solution granting force resistance and sonic resistance both at 10 would be level six - four lots of resistance five, plus a two level penalty for force damage.
Death and Endings
Minimum Level: One
Solutions of Death and Endings fill a target with dark energy, dealing 1d6 negative energy damage per alchemist level, (Maximum dice 2 + twice Solution level). As usual, this damage is healing to undead targets.
Alternatively, a Fifth level Solution deals 1d4 negative levels. Additional levels can increase the die size by one for every two additional levels, and/or two levels can be used to give the negative levels a chance of becoming permanent twenty four hours later, if they fail a will save.
Alternatively, an Eighth level solution can kill those who fail their saving throw.
Fear and Failure
Minimum Level: One
Solutions of Fear and Failure weaken those that are affected by them.
They grant an alchemical penalty equal to 1 + half solution level to the Alchemist’s choice of any one saving throw, attack rolls, or double that penalty to damage rolls (to a minimum of one.) It lasts for one round/alchemist level.
A second level solution can cause this penalty instead to AC.
A third level solution can cause two of these options. All three saves counts as only two options.
A fourth level solution can cause this penalty to ability checks and skill checks.
A fifth level solution can cause three options.
A seventh level solution can grant four options.
A ninth level solution can grant five options.
Flame and Ruin
Minimum Level: One
Solutions of Flame and Ruin cause severe damage to those affected. They deal 1d6 damage per alchemist level, (Maximum 2 + twice Solution level). This damage is usually fire or acid damage, but other damage types are fine with explanation. Damage types which are severely stronger than the normal options, such as sonic or force, deal reduced damage. A damage type on par with sonic has -1 damage per die, and Force damage or similarly powerful types have -2 damage per die.
Hope and Will
Minimum Level: One
Solutions of Hope and Will increase the capabilities of those that are affected by them.
They grant an alchemical bonus equal to 1 + half solution level to the Alchemist’s choice of any one saving throw, attack rolls, or double that bonus to damage rolls. It lasts for one round/alchemist level.
A second level solution can grant this benefit instead to AC.
A third level solution can grant two of these options. All three saves counts as only two options.
A fourth level solution can grant this benefit to ability checks and skill checks.
A fifth level solution can grant three options.
A sixth level solution can grant ten times this number in temporary hit points.
A seventh level solution can grant four options.
An eighth level solution can grant half this number in bonus hit dice (d10s), granting bonuses to attack rolls, HP, and fortitude saves. (Similarly to the Bard’s Inspire Greatness ability, but alchemical bonuses)
A ninth level solution can grant five options.
Life and Beginnings
Minimum Level: One
Solutions of Life and Beginnings fill a target with bright energy, dealing 1d6 positive energy damage per alchemist level, (Maximum dice 2 + twice Solution level). As usual, this damage is healing to living foes, and only harms undead.
Alternatively, a third level solution carries a Lesser Restoration effect.
Alternatively, a fifth level solution carries a Restoration effect.
Alternatively, a seventh level solution carries a Greater Restoration effect.
Alternatively, a ninth level solution in potion form can carry a True Resurrection effect. This solution can only be made in permanent potion form, and requires an additional 25,000gp in material to create.
Sleep and Slumber
Minimum Level: One
Solutions of Sleep and Dreams cause those affected to fall deeply asleep.
The duration and potency depends on level. At level 1, the sleep lasts for 1d4 rounds, and is broken by normal means, including noise or any damage.
A second level solution lasts for 1d6 minutes, and is unaffected by nonlethal damage or noise.
A fourth level solution lasts for 1d6 hours, and the foe is treated as unconscious.
A sixth level solution lasts for 1d6 hours, and requires magic such as remove curse to defeat.
An eighth level solution lasts for 1d6 days, and is broken by effects such as break enchantment.
A ninth level solution lasts for 1d6 months, unless broken by break enchantment.
Smoke and Fog
Minimum Level: One
Solutions of Smoke and Fog obscure the vision of the area they fill, or the targets they strike. Someone targeting through this area, or while affected by it, must make a spot check to see their target. The DC of this check is equal to 10+the Alchemists ranks in Craft (Alchemy)+the Solution’s level.
A target remains affected only while he targets from/through/within a fume cloud. A target who drinks a Potion, is struck Martially, or affected by an Explosion is affected one round, plus one round per the Solution’s level.
A fifth level solution grants total concealment regardless of spot check.
Martial, Potion, and Explosion forms can be made to grant concealment to the targets, or to grant concealment from the targets.
Sun and Moon
Minimum Level: One
Solutions of Sun and Moon glow brightly. They can be daubed onto substances, or used to create sunrods. When drunk, they cause the drinker to glow, and martial delivery causes the injury or target to glow. Fumes and Explosive forms impart their brightness on anything they touch. Potions affect all they are poured onto.
They clearly illuminate 20ft+5ft/class level, and produce shadowy illumination for double that. This brightness lasts for six hours, although an Alchemist can make a solution that will remove the glow caused by any solution of lower level.
Tangle and Traps
Minimum Level: One
Solutions of Tangle and Traps cause those affected to be unable to move. They are entangled, and their speed reduced to 0ft. If they make a reflex save, their speed is only halved. A flying creature who fails its save crashes. The goo lasts for 2d4 rounds, plus 1d4 rounds per three class levels.
A fourth level solution effects those who fail their save with a Dimensional Anchor effect, as the spell.
A fifth level solution is intensely magical, and binds ethereal and incorporeal creatures as normal.
Venom and Pain
Minimum Level: One
Solutions of Venom and Pain cause lasting damage to a target’s attributes. They deal one point ability damage of any one type, and are treated as a poison. Preparing this solution in a higher level slot increases the damage by one damage die per level. (1>1d2>1d3>1d4>1d6>1d8>1d10>2d6>3d6)
Alternatively, a Solution can be made as an Antitoxin, in which case it grants an alchemical bonus equal to three plus twice its Solution level to all saving throws against poisons for one hour, and grants an immediate additional saving throw against any poisons that currently afflict them, with this bonus.
Words and Wonder
Minimum Level: One
Solutions of Words and Wonder grant those under their effects the ability to communicate with any intelligent being with a language. It lasts for 1 minute/class level.
A second level solution allows communication with animals and other creatures without the intelligence to speak.
A fifth level solution grants telepathy, with a range of 10ft/class level, and is not language-dependent.
Any of these solutions can be prepared as one level higher to improve the duration to 1 hour/class level.
Dreams and Desire
Minimum Level: Two
Solutions of Dreams and Desire impart those that drink them with love. They can be made to cause feelings either towards the user, or towards the next compatible creature the subject sees.
This feeling is the equivalent of a Charm effect, and lasts for 1 hour/class level.
A sixth level solution is far stronger, and is not broken by harmful action – although they’ll defend themselves.
An eighth level solution produces unnatural devotion, closer to a dominate person effect.
Any of these solutions can be prepared as one level higher to improve the duration to 1 day/class level.
Form and Fancy
Minimum Level: Three
Solutions of Form and Fancy change the subject from one shape to another. They last for one minute per alchemist level.
This affects the target as per Alter Self.
A fifth level solution instead functions as Polymorph.
A sixth level solution mimics Baleful Polymorph.
A ninth level solution functions as Polymorph Any Object.
By adding one to the solution's level, the duration is enhanced to one hour per level. By instead adding two, the duration becomes one day per level.
Spirits and Silence
Minimum Level: Three
Solutions of Spirits and Silence inflict Invisibility upon their subjects.
A sixth level solution can instead inflict Greater Invisibility.
With an eighth level solution, subjects are instead affected as if by Ethereal Jaunt.
Hoarfrost and Hardship
Minimum Level: Four
A solution of Hoarfrost and Hardship slows the target severely, as the spell.
A fifth level solution increases the penalty on actions to -2.
A sixth level solution reduces the target's movement speed by three quarters, rather than half.
A ninth level solution, prevents the target from taking more than a single swift action per turn.
Swiftness and Celerity
Minimum Level: Four
A solution of Swiftness and Celerity vastly speeds up its targets, as Haste
A fifth level solution increases the bonuses on actions to +2.
A sixth level solution doubles the target's movement speeds, or adds 50 to it, (whichever is greater), rather than adding 30.
A ninth level solution allows the targets to, once during its duration, take an additional full round of actions (swift and move and standard or swift and full round) in one round, rather than just an additional attack.
Wind and Sky
Minimum Level: Four
Solutions of Wind and Sky grant those that are affected by them the power of flight.
This flight has a speed of 20ft, plus 10ft per level of the Solution. It is Poor manoeuvrability. It has a 1 minute/Alchemist level duration.
A sixth level solution has average maneuverability.
A seventh level solution has a 1 hour/alchemist level duration.
An eighth level solution has good maneuverability.
A ninth level solution has perfect maneuverability.
Gates and Worlds
Minimum Level: Five
Solutions of Gates and Worlds are odd, producing an intensely magical event that links two places together.
A Martial or Potion delivery affects only the target/drinker. An explosive delivery affects everyone in range who does not save. A Fumes delivery creates a glowing cloud at the origin and exit point, which teleport anyone which enters to the opposite until their duration ends. This is a teleportation effect. Obviously.
The destination must be visible and within 400ft+40ft per class level, or not visible but within 100ft+10ft per class level.
A sixth level solution is not limited by range, but needs either a careful description, in which case it suffers a failure chance as if a ‘Seen Casually’ Teleport, or a picture or item from the location, in which case it functions automatically. This solution is limited by planar boundaries.
An eighth level solution is no longer bound by planar limits.
Brew Delivery: Different Alchemists use their solutions in different ways. At first level, an Alchemist chooses one delivery method, and gains the listed benefits. They may choose an additional method at 11th and 17th level.
Martial Delivery: An Alchemist who uses this method uses some form of weapon to impart solutions to their targets. They gain proficiency with any one weapon, or Weapon Focus as a bonus feat for a weapon they are already proficient with (even if they don’t meet the feat’s prerequisites). In addition, Alchemist levels gained with or after they choose this delivery method gain ¾ BAB per level rather than ½. Most Alchemists favour ranged weapons such as bows, blowpipes, or even modified water pistols, but can equally use their abilities with melee weapons.
Their Solutions usually affect only a single target they strike with their attack (or as a Touch range effect on a willing target). An Alchemist with this method may add as many Solutions to his weapons as a move action as he can make attacks in a full round action, and may add a single Solution as a swift action. Solutions last for only a single attack, even if the attack misses.
Fumes Delivery: An Alchemist who uses this method releases their solutions as clouds of gas, often by throwing them in small bottles. He is assumed to have as many of these bottles as he needs. Throwing a solution is a ranged touch attack with 30ft range, made at either a specific character or a square. (Squares have a touch AC of five.)
A direct hit on a character deals 1d3 bludgeoning damage as well as releasing the solution. (If they miss the character but still hit the square’s AC, measure the effects from there, but if they miss the square entirely, negate the attack.)
Solutions explode into a cloud of smoke with a radius in squares equal to half their level, not counting the target square. A successful reflex save allows a being to avoid the smoke, but it must be made every round they stay in the smoke. The clouds remain for 1d3+(half solution level) rounds (rolled when they form), and are not dissipated by wind, although they can be blown high winds, such as that from a Gust of Wind spell. These clouds have their save DC lowered by one.
An Alchemist of this method learns to summon the winds to direct his smoke clouds. He gains Gust of Wind as a spell-like ability, which he may use as a swift action. He may use it once a day to begin with, but gains an additional use each level after he first chooses it.
As a swift action a number of times per day equal to his class level, he may mimic a Gust of Wind effect with length of up to 60ft, with both start and endpoints within 100ft.
Potion Delivery: An Alchemist who uses this method creates their solutions as potions, meaning they need to be drunk. They gain +1 effective level when making their solutions, and add one to their save DC, but can only affect people with them if they can persuade them to drink them. They are negated with a fortitude save. Some potions also function when poured.
Alchemist levels gained with or after they choose this delivery method gain 8 skill points per level, rather than 6.
Explosive Delivery: An Alchemist who uses this method uses their solutions in explosive concoctions, spreading them viciously. They throw their solutions. Throwing a solution is a ranged touch attack with 30ft range, made at either a specific character or a square. (Squares have a touch AC of five. If they miss the character but still hit the square’s AC, measure the effects from there, but if they miss the square, negate the attack.)
An Explosive Delivery effects foes within 5ft+5ft/2 class levels of the target square. They must make a reflex save or suffer the Solution's effects.
In addition, the Alchemist may cause the solution's explosion to deal additional damage to those within the detonation. If he does, the target square suffers 1d3+1d3/2 class levels damage, and other squares in range suffer half that damage. The target square's inhabitants halve this damage on a successful save against the solution, and other targets negate it if they pass their save.
Alchemist’s Eye: A 2nd level Alchemist understands his field perfectly. He gains a bonus equal to his class level on checks made to identify potions and solutions. He may cast Identify as a full round action at will when the target is a potion or solution.
Brew Potions: A 5th level Alchemist receives Brew Potions as a bonus feat. He can substitute a Craft (Alchemy) Check for knowing a spell when he makes a potion. The DC is 15+Spell level. If the check succeeds, he may create the potion as if he knew the spell. If it fails, he cannot. He does not lose gold or XP, but may not attempt to act as if he knew that spell until he gains another level.
Feats
Natural Student
Prerequisites: About to or already have taken first level of Alchemist
Benefit: The Alchemist relies not on extensive study, but an innate understanding. They may replace Intelligence in all class abilities with either Wisdom or Charisma.
Normal: Arcane chemistry requires effort.
Trail Delivery
Prerequisites: Fumes Delivery
Benefit: The Alchemist can, as a full round action, move his base movement speed. He leaves behind solution in each square he moves through this round. A foe who moves through one of these squares must make a fortitude save or suffer the effects of the solution. Apart from the shape of their area, they function like a Fumes delivery.
As an additional benefit, each fourth Alchemist level after you take this feat grants you a +10ft competence bonus to your speeds.
Normal: Toxic trails are usually caused by beans.
I'm sure I've missed things, but I want this out there. Any suggestions for Solutions, deliveries, feats, or anything else are welcome.