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Realms of Chaos
2007-04-14, 10:29 PM
The Master Alchemist
Although artificers are looked upon with the utmost of respect by many, some people have the drive for the profession without much of the natural grasp for it. Needing to narrow their focus, these determined individuals often end up as master alchemists, concocting, using, and even selling compounds both wondrous and deadly.
Adventures: Many master alchemists never end up adventuring. After all, just about every town with the money to support it carries an alchemy shop, and who better to mind it than an alchemic master? Of course, most that actually end up running said shops did indeed adventure, for along their travels, they have achieved expertise, experience, and a few new recipes besides. So long as a rare reagent exists, there will always be a master alchemist looking for it.
Characteristics: master alchemists exist in an unusual fassion, superficially similar to an artificer. Indeed, they do use infusions and make magic items without spells. However, a master alchemist's deep level of specialization permeates almost every action at some level, allowing them to produce some incredible effects.
Alignment: A master alchemist can have any moral code. Although some think that it requires a high level of discipline to become a master alchemist, this is not always true. Some master alchemists, through gut instinct and completely improvised materials, can and have carved out a niche for themselves.
Background: Although not necessarily needed, most master alchemists that can afford it choose to have some formal education on the subject, be it through a personal mentor or one of a select few "alchemist colleges" that exist within some wizard colleges.
Races: Humans, always branching out to try new things, end up making up a decent proportion of master alchemists. Gnomes, enjoying the more "playful" aspects of alchemy and possessing the proper nose for it, make up more master alchemists than any other race. Elves, although taking more pride in full-blown magic, occassionally take up this mantle.
Other Classes: Full-blown casters, as well as Artificers, see them as having lost incredible potential to focus on trivialities, not taking the time to notice the power they have gained in their specialization. melee combatants, however, see them as a bottomless toolbox and a mid-range combatant.
Role: A master alchemist, perpetually creating new alchiemic items, potions, and poisons, acts as a healer, spellcaster, and a stealthy fighter.



Infusions
Level B.A.B. Fort. Ref. Will Special Craft Reserve 1st 2nd 3rd
1 +0 +0 +0 +2 Brew Potion, Mobile Brewery,
Appraise Liquids, Spell Knowledge (1st) 25 - - -
2 +1 +0 +0 +3 Grenadier, Poison use,
Spell Knowledge (2nd) 50 - - -
3 +2 +1 +1 +3 Advanced Craft 75 - - -
4 +3 +1 +1 +4 Combat Alchemist 100 0 - -
5 +3 +1 +1 +4 Multibrew (2) 125 0 - -
6 +4 +2 +2 +5 Battlefield Scrounger 150 1 - -
7 +5 +2 +2 +5 Spell Knowledge (3rd) 175 1 - -
8 +6 +2 +2 +6 Advanced Craft 200 1 - -
9 +6 +3 +3 +6 Combat Alchemist 225 1 0 -
10 +7 +3 +3 +7 Multibrew (3) 250 1 0 -
11 +8 +3 +3 +7 Poison Immunity 275 2 1 -
12 +9 +4 +4 +8 Spell Knowledge (4th) 300 2 1 -
13 +9 +4 +4 +8 Advanced Craft 325 2 1 -
14 +10 +4 +4 +9 Combat Alchemist 350 2 1 0
15 +11 +5 +5 +9 Multibrew (4) 375 2 1 0
16 +12 +5 +5 +10 Maximize tools 400 3 2 1
17 +12 +5 +5 +10 Spell Knowledge (5th) 425 3 2 1
18 +13 +6 +6 +11 Advanced Craft 450 3 2 1
19 +14 +6 +6 +11 Combat Alchemist 475 3 2 1
20 +15 +6 +6 +12 Multibrew (5),
Master Crafter 500 3 2 1

Game Rule Information:
Master Alchemists have the following game statistics
Abilities: Intelligence enhances an alchemist's abilities. In addition, having high dexterity and constitution scores makes the alchemist more likely to survive through a difficult fight.
Alignment: Any
Hit Die: d6

Class Skills
The Master Alchemist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int) Diplomacy (Cha), Gather Information (Cha), Knowledge (arcana), Profession (Wis), Sense Motive (Wis), Survival (Wis)
Skill Points at 1st level: (4+Int modifier) x 4
Skill Points at Each Additional Level: 4+Int modifier

Class Features:
All of the following are class features of the master alchemist

Weapon and Armor Proficiency: The master alchemist gains proficiency with simple weapons and light armor, but not with shields.

Craft Reserve: A master alchemist receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the alchemist gains a new level, he receives a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An alchemist can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

Brew Potion: At 1st level, a master alchemist gains Brew potion as a bonus feat.

Spell Knowledge: Starting at 1st level, a master alchemist gains a limited knowledge of spells, which allows them to utilize the craft (alchemy) skill. At 1st level, a master alchemist gains knowledge of a number of 1st level spells equal to their intelligence modifier. At each level afterwards, the master alchemist can learn a spell of up to the indicated spell level. The master alchemist is fully able to incorporate these spells into potions regardless of their spell level (although only spells usable as potions can be so incorporated). The master alchemist’s effective spellcaster level is equal to their class level. At every class level above 1st, the alchemist may exchange one of their known spells for another spell of an equal or lesser spell level.

Mobile Brewery: At 1st level, a master alchemist learns how to travel even when working on other projects. When using the craft (poisoncrafting), craft (alchemy), or working on a potion, the alchemist require only 1 hour of work each day to gain the full benefits of a full 8 hours of work and can be worked on even in extremely stressful situations (but not in combat).

Appraise Liquids: At 1st level, a master alchemist learns how to appraise various liquids that they see in mere moments. With a full-round action, the master alchemist can make separate appraise checks against each liquid in sight. In addition, the master alchemist gains a +2 bonus on all appraise checks made to identify liquids.

Grenadier: At 2nd level, a master alchemist gains Grenadier as a bonus feat.

Poison Use: starting at 2nd level, a master alchemist can apply poison to a weapon without any chance of poisoning themselves as long as the poisons dc is less than or equal to 10+their class level.

Advanced Craft: At 3rd level and every 5 levels afterwards (8th, 13th, and 18th), the master alchemist learns an advanced method by which they may advance their craft. Only one advancement may be added onto any item and when an advanced item is completed, construction on another item with the same advancement cannot start for 1 week. Unless otherwise stated, these abilities may only be used to modify poisons, alchemic items, and potions. No ability may be chosen more than once.

Virulent Poison: damage dealt to any ability score by the crafted poison is increased by 1.
Prolonged Potion: the crafted potion has its duration doubled.
Precise Aim: any attack rolls made with the crafted alchemic item gain a +2 bonus.
Healing Powder: anyone effected by the crafted substance heals hit points equal to the alchemist’s intelligence modifier.
Efficient Crafter: the base price of the crafted substance is lowered by 10%.
Quick Worker: the substance only requires 30 minutes of work each day to gain the benefits of a full 8 hours of work.
Innocuous: sleight of hand checks made to hide the crafted poison gain a +10 bonus.
Dangerous potential: the crafted alchemic item deals an extra 1d4 damage.
Extra Dose: You create a second dose of the crafted potion that only remains active for 24 hours.
Vapor Form: the poison or potion crafted is released as a 5-foot radius cloud. Poison crafted in this way becomes inhaled poison and is tossed like a grenade-like weapon while potions are dropped and affect anyone within range. Either way, the cloud disperses after 1 round and is not thick enough to obscure vision.
Virulence: the dc of the crafted alchemic item or poison is increased by 2.
Ranged Treatment: The crafted potion or alchemic item can be used at range. Alchemic items thrown in this way can be made to travel 5 feet further as an immediate action. Potions can be applied to an ally or item 10 feet away by taking an extra swift action to do so.


Infusions: Much like an artificer, a 4th level or higher can cast a small amount of infusions. Infusions are neither arcane nor divine, drawn from a subset of the artificer infusion list. They function just like spells and follow all the rules for spells.
An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. An alchemist knows all infusions from their list that is of a level he can use.
To imbue an item with an infusion, an alchemist must have an intelligence score equal to at least 10+the infusion level. Infusions never allow saving throws.
Like spellcasters, an alchemist can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day in he has a sufficiently hight intelligence score.
An alchemist’s infusions can only be imbued into an item or a construct (including warforged)
Infusions longer taking more than one full round action to cast have their casting times reduced to one full round action and action points cannot be used to cast them any faster.
Like a spellcaster, an alchemist can apply item creation feats and metamagic feats to his infusions. Like a sorcerer, an alchemist can apply a metamagic feat to an infusion spontaneously, but doing do increased its casting time to 1 minute
An alchemist can automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list.
Each day, an alchemist must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the alchemist readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer’s daily limit.

Combat Alchemist: A master alchemist, through the most basic of alchemic combinations, can put up suitable defenses in the blink of the eye. These alchemic items cost 50gp for various unguents and can be created as a full-round action, making a craft (alchemy) check against the indicated dc. At 4th level, a master alchemist learns a number of combinations equal to their intelligence modifier and they learn an additional one every 5 levels afterwards (9th, 14th, and 19th). The dcs for saving throws, if any, are equal to the 10 + 1/2 the alchemist’s class level + the alchemist’s intelligence modifier. Items created in this way last for 1 hour or until they are used.

Blinder (DC 20) all enemies within 20 feet must make a fortitude save or become blinded for 1d4 rounds and dazed for another 2 rounds.
Numbglob (DC 25): anyone hit takes 1d4 points of dexterity damage and takes an additional –2 penalty on dexterity-based skill checks and ability checks for 1 hour.
Disabler (DC 19): anyone hit takes must make a fortitude save or drop all held items. Any enemy who fails this save must make another one 1 minute later or fall prone.
Spark Rocks (DC 17): anyone stepping into a square filled with spark rocks takes a –5 penalty on move silently checks and takes 1 point of electricity damage. Enough spark rocks are produced to fill one 5-foot square
Invigorator (DC 21): anyone imbibing this substance gains 1d4+1 temporary hit points for 10 minutes.
Grappler (DC 18): Anyone hit must make a grapple check against the alchemist’s grapple modifier. Anyone who becomes pinned by this ability takes 1d4 nonlethal damage each round. Anyone who would pin the grappler breaks free from it. The grappler lasts 1d4+2 rounds once in use.
Lifeseep (DC 25): anyone hit takes 1d2 points of constitution damage.
Burner (DC 30): anyone hit takes 2d6 fire damage and anyone within 5 feet takes 1d4 points of fire damage from the splash.
Slipspill (DC 15): anyone stepping into a square filled with slipspill must make a reflex save or fall prone. Enough slipspill is produced to fill one 5-foot square.
Bottled Reflex (DC 27): anyone imbibing this liquid gains a +1 bonus on initiative checks and a +1 dodge bonus to AC for 1 minute.
Bottled Fatigue (DC 28) anyone hit by this substance must make a fortitude save or become fatigued for 1 minute.
Groundbreaker (DC 19): any square that groundbreaker is poured onto becomes rough terrain. Enough groundbreaker is produced to effect one 5-foot square.
Disorienter (DC 20): anyone hit by a disorienter must make a will save or become confused for 1 round.
Joint Freezer (DC 19): anyone hit by a joint freezer takes 1d4 cold damage and must make a fortitude save or have their speed slowed by 5 feet for 1 hour.
Blade Duller (DC 23): anyone who applies blade duller to themselves gains DR 1/bludgeoning and piercing for 5 rounds.
Armor Stopper (DC 18): anyone hit by an armor freezer has their armor freeze up, doubling their arcane spell failure, reducing their maximum dexterity bonus by 1, and their armor bonus by 1. These effect last until the armor is thoroughly washed.
Flesheater (DC 30): anyone hit by this substance takes 1d4 acid damage and takes another 1d4 points of acid damage every round for the next 2d4 rounds or until they spend a standard action scrapping it off.
Guardbreaker (DC 25): anyone hit by this substance must make a will save or lose their dexterity bonus to their AC for 1 round.
Compressed air (DC 22): anyone walking through an area filled with compressed air takes 1d4 slashing damage and any ranged attacks made through such a square take a –2 penalty. Enough compressed air is produced to fill one 5-foot square and it lasts for 1d4 rounds after release.
Quick Retreat (DC 20): anyone imbibing this liquid can move three times their speed using the withdraw action for 1 round.


Multibrew: Starting at 5th level, a master alchemist can brew the indicated amount of potions at one time (although the amount of time spent is cumulative). In addition, the master alchemist can work on crafting any number of poisons and alchemic items on the same days that they work on potions, although the amount of time spent is cumulative.

Battlefield Scrounger: Starting at 6th level, a master alchemist can scrounge up loose materials to make their trademark items. If a master alchemist can succeed on a survival check equal to the cost of the supplies needed to make a potion, alchemic item, or poison in gp, the master alchemist can make it without spending any gp. This search for materials takes 1d4+1 hours.

Poison Immunity: Starting at 11th level, a master alchemist gains immunity to all points of poison.

Maximize Tools: Starting at 16th level, a master alchemist can maximize the results of their poisons, alchemic items, and potions. This ability can be used a number of times per day equal to the alchemist’s intelligence modifier (minimum 1/day).

Master Crafter: At 20th level, a master alchemist reaches the pinnacle of their abilities. When crafting a potion, poison, or alchemic item costing up to 20gp/level, no craft (poisonmaking), craft (alchemy), or xp costs are needed.

Master Alchemist Infusion List
1 Energy Alteration, Identify, Repair Light Damage, Light, Magic Vestment, Resistance Item, Skill Enhancement, Indisputable Possession, Pending Potion
2 Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning, Owl’s Wisdom, Repair Moderate wounds
3 Repair Serious Wounds, Minor Creation, Censure Elementals, Concurrent Infusions

Realms of Chaos
2007-04-16, 09:19 PM
nearly 50 views and no replies?

I know that this concept has been done to death over the years but I feel that I have gotten a complete and utter grasp on the class, flavor-wise if not power-wise.

Is anybody out there? :smallfrown:

Parasocrates
2007-04-16, 10:02 PM
Well, since this topic is begging for a reply, I'll give my piece.

I wouldn't know what to say about the mechanics from one look-over, but the name should probably be changed. Technically, anyone with ranks in Craft(Alchemy) is an alchemist; this could cause confusion if an "Alchemist" charachter class were introduced.

sigurd
2007-04-16, 10:45 PM
Perhaps it could be called

Field Alchemist
Alchemist Scout
or
Procurer

Seems a little beefy for someone mad on chemistry.


S

Innis Cabal
2007-04-16, 11:18 PM
only third level spells?

Collin152
2007-04-16, 11:33 PM
Third level Infusions, though I agree it seems a tad low. Even Bards get 6th level spells.

Realms of Chaos
2007-04-16, 11:43 PM
I renamed it the "Master Alchemist". It sounds a bit condenscending but if a PC can survive off of alchemy alone, they deserve the title.

Yes, I guess that the class is a bit "beefy". I felt that an alchemist is always a bit heartier than an average wizard (with all of the every-day acid spills, poison releases, and broken containers), hence the d6.

As for the mid B.A.B., as half of your attacks are made with grenade-like weapons, accuracy is something that you pick up on quickly if you don't want to blow your allies into smithereens.

As for the low levels of infusions, This is to Artificer (who gets only 6th level infusions) as Ranger is to druid. Less raw potential but with extra specialization. The infusions are supposed to be an add-on, like the spells of a paladin or ranger, not a main feature. Note, on the other hand, that the casting time of their infusions never takes longer than 1 round.

Also, keep in mind that while they are casting their 3rd-level infusions, they are brewing 5 5th-level potions.

sigurd
2007-04-17, 03:02 PM
I really like him\her.


I'd definitely like to use it for an NPC or two. I think pc's that grow stronger by their possessions (potions grenades etc...) are hard to play with satisfaction all round.

S

Realms of Chaos
2007-04-17, 08:16 PM
I really like him\her.


I'd definitely like to use it for an NPC or two. I think pc's that grow stronger by their possessions (potions grenades etc...) are hard to play with satisfaction all round.

S

Don't be so sure. The idea of acting like a bottomless toolbox may be enticing.

Collin152
2007-04-18, 11:53 PM
Help me see this bottomless toolbox you speak of.

Realms of Chaos
2007-04-19, 08:43 AM
Ahem, the alchemist, needing to put in very little time each day while crafting, can adventure even when working on multiple potions and probably keeps some in reserve. In addition, they probably make much use of crafting alchemic items and poison. Even when out of former items, their combat alchemy allows them to make more items at a moment's notice. Furthermore, when completely out of materials, they can make some of the more cheap materials (with some luck) using the battlefield scrounger ability.

Some players enjoy being the prepared ones, ready to provide healing potions after battles, potions of water breathing in the middle of a flooding room trap, etc.

Actually, this class, to put it simply, is an artificer-like class with bard-like utility. Many players who enjoy the above classes may want to give this a try.