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Gwenfloor
2007-05-03, 08:30 PM
Alchemist

The apothecary that brews healing herbs, the alchemist that crafts explosives and potions with unheard of effects, the Chemist is a master of the elements, underlying principles that govern reality.

Hit Die: d6. The Alchemist is a thinker, not a warrior.

Alignment: Any. The morality of Alchemists ranges from the benevolent to the fiendish.


Base Attack Progression: Average.

Saves: Fortitude Poor, Reflex Good, Will Good.

Class Skills: Appraise, Concentration, Craft, Heal, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Nature), Profession, Search, Spellcraft, Use Magic Device.

Skill Points at 1st level: (8+ Int Mod) x4.

Skill Points at each additional level: 8+ Int Mod.


Level Base Attack Bonus Fortitude Reflex Will Class Features
1st 0 0 2 2 Talent, Skill Focus (Craft [Alchemy])
2nd 1 0 3 3 Expert Creation (x2), Fast Creation
3rd 2 1 3 3 Improved Alchemy
4th 3 1 4 4 Bonus Feat, Talent, Quick Creation
5th 3 1 4 4 Expert Creation (x3)
6th 4 2 5 5 Exceptional Alchemy
7th 5 2 5 5 Talent
8th 6 2 6 6 Bonus Feat, Improvised Creation, Expert Creation (x4)
9th 6 3 6 6 Savvy Alchemy
10th 7 3 7 7 Talent
11th 8 3 7 7 Expert Creation (x5)
12th 9 4 8 8 Bonus Feat, Masterful Alchemy
13th 9 4 8 8 Talent
14th 10 4 9 9 Unorthodox Creation, Expert Creation (x6)
15th 11 5 9 9 Peerless Alchemy
16th 12 5 10 10 Talent, Bonus Feat
17th 12 5 10 10 Swift Creation, Expert Creation (x7)
18th 13 6 11 11 Sublime Alchemy
19th 14 6 11 11 Talent
20th 15 6 12 12 Legendary Physician, Bonus Feat, Expert Creation (x8)

Class Features: The Following are the class features of the Alchemist.

Weapon and Armor Proficiency: Alchemists are proficient in all simple weapons, the light and heavy pick, the sap, the Alchemist’s Gun (by Bhaal006), repeating light and heavy crossbows, the hand crossbow, light armor, and no shields.

Talent: At first level, fourth level, and every four levels thereafter, the Alchemist can select one talent from below. Unless noted otherwise, each talent can only be taken once.

Poisoner: You are adept in the handling of toxins. You have a 0% chance of accidentally poisoning yourself when applying poisons to an object. In addition, when making Drugs (Covered in the Book of Vile Darkness and Lords of Darkness), you increase the bonus of the ability score or saving throw by +1, skill checks by +2. In addition, when you make drugs, you increase the bonus of the ability score or saving throw by +2, skill checks by +4.
Prerequisite: Craft (Poisonmaking) 4 ranks.

Festerer: You are an expert in the creation of toxins. At the cost of 1 1/2th the base cost of the poison for the purposes of item creation, you can increase the Fortitude Save DC by 4. In addition, when you make drugs, you increase the bonus of the ability score or saving throw by +2, skill checks by +4.
Prerequisite: Poisoner, Craft (Poisonmaking) 7 ranks.

Defiler: You are a master in the creation of toxins. At the cost of double the base cost of the poison for the purposes of item creation, you increase the ability/hit point damage of the primary and secondary effects by one die. If the ability/hit point damage's base is 1, increase it to a d3. For example, the primary and secondary damage of giant wasp venom would be 1d8 Dexterity. In addition, when you make drugs, you increase the bonus of the ability score or saving throw by +3, skill checks by +6.
Prerequisite: Poisoner, Festerer, Craft (Poisonmaking) 10 ranks.

Thermal Dynamics: You are adept at identifying sources of chemical reactions, plus the specific effects that the source would have on living subjects. You are adept at identifying sources of chemical reactions, plus the specific effects that the source would have on living subjects. By making a Craft (Alchemy) check against a monster with a DC of the monster's Hit Dice+15, the Alchemist can discern the monster's type and subtype, plus any weaknesses it might have.
Prerequisites: Craft (Alchemy) 4 ranks, Knowledge (Arcana) 2 ranks.

Harvest Materials: After defeating an enemy with a subtype, you can harvest pieces of its body to help augment future alchemical devices. You gain a bonus equal to its Hit Die on future Craft (Alchemy) checks, which can be split up. The monster’s materials can only be applied to certain alchemical devices: Creatures with the fire subtypes can only be applied to alchemical devices that deal fire damage or conduct heat, creatures with the Good subtype to Holy Water, creatures with the Earth subtype to Acid alchemical devices, Air to Electricity alchemical devices, Water to Cold alchemical devices. For example, a 16 Hit Die Fire elemental’s materials can grant one +16 bonus to making a vial of Alchemist’s Fire, two +8 bonuses to two vials of Alchemist’s Fire, etc.
Prerequisites: Craft (Alchemy) 7 ranks, Knowledge (Arcana) 3 ranks, Thermal Dynamics.

Conservationist: You are a master of conserving materials after crafting items. You spend only 1/6th of the item’s market price in raw materials, 1/10th if the raw materials are easily available in the area.

Multitasking: By taking a -2 to both Craft (Alchemy) or Craft (Poisonmaking) checks, you can craft two alchemical items per week, rolling separately for both.
Prerequisites: Craft (Alchemy) 4 ranks, Concentration 4 ranks.

Improved Multi-tasking:
By taking -4 on all Craft (Alchemy) and Craft (Poisonmaking Checks), you can make three items in a standard time period, be it a week or shorter due to the Fast Creation or Swift Creation class features.
Prerequisites: Craft (Alchemy) or Craft (Poisonmaking) 7 ranks, Concentration 7 ranks, Multi-tasking.

Advanced Multi-tasking:
By taking -6 on all Craft (Alchemy) and/or Craft (Poisonmaking) checks, you can make four items in a standard time period, be it a week or shorter due to the Fast Creation or Swift Creation class features.
Prerequisites: Craft (Alchemy) and/or Craft (Poisonmaking) 10 ranks, Improved Multi-tasking, Multi-tasking.

Demolitionist: You are adept in the handling and setting up of explosive and harmful chemicals by minimizing the damage. You can decrease the radius of an alchemical device by 5 feet by adding +4 to the DC for the purposes of item creation.
Prerequisites: Craft (Alchemy) 4 ranks, Knowledge (Nature) 2 ranks.

Mad Bomber: You are adept in maximizing the danger and pain of explosive and harmful chemicals. You can increase the radius of an alchemical device by 5 feet by adding +6 to the DC for the purposes of item creation.
Prerequisites: Demolitionist, Craft (Alchemy) 7 ranks, Knowledge (Nature) 4 ranks.

Timer: You are skilled in the timing of setting up explosive and harmful chemicals so that they trigger when you want them to. By adding +4 to the DC for the purposes of item creation, you can have the alchemical device trigger later, up to three rounds, adding +2 to the DC for each additional round, decided at the time you finish crafting the item.
Prerequisites: Demolitionist, Mad Bomber, Craft (Alchemy) 10 ranks, Knowledge (Nature) 5 ranks.

Apothecary: You are proficient in making alchemical items that can improve and heal the body, both mental and physical. You receive a +4 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. At the cost of 55 gold pieces for the purposes of item creation, you can make drug that if ingested, bestows a non-magical equivalent to an enchantment spell of 0th or 1st level to the imbiber. In addition, when you create drugs, you reduce the penalties of side effects by 1 if an ability score penalty or saving throw penalty, by 2 if it is a penalty to a skill check, and you decrease the period the penalties last by one quarter.
Prerequisites: Heal 4 ranks, Profession(Herbalist) 2 ranks.

Druggist: You receive a +6 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. At the cost of 175 gold pieces (2nd level) or 413 gold pieces (3rd level) for the purposes of item creation, you can make a drug that if ingested, bestows a non-magical equivalent to an enchantment spell of 2nd or 3rd level to the imbiber, or Cure Poison or Cure Disease, one poison or disease at the time of creation, or any of the stat boosting spells, (Bull’s Strength, Fox’s Cunning, etc.). In addition, when you create drugs, you reduce the penalties of side effects by 2 if an ability score penalty or saving throw penalty, by 4 if it is a penalty to a skill check, and you decrease the period the penalties last by one half.
Prerequisites: Apothecary, Heal 7 ranks, Profession (Herbalist) 4 ranks.

Pharmacist: You receive a +8 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. At the cost of 770 gold pieces (4th level) or 1238 gold pieces (5th level) for the purposes of item creation, you can make a drug that if ingested, bestows a non-magical equivalent to an enchantment spell of 4th or 5th level to the imbiber. In addition, when you create drugs, you reduce the penalties of side effects by 3 if it is a penalty to an ability score or saving throw, by 6 if it is a penalty to a skill check, and you decrease the period the penalties last by three quarters.
Prerequisites: Apothecary, Pharmacist, Heal 10 ranks, Profession (Herbalist) 5 ranks.

Healer: Three times a day per person, you can use a Heal check to minimize injuries. By making a DC 15 Heal check, you can convert 1d4 hit points of lethal damage into nonlethal damage. For every 3 points by which you beat the DC, you convert an additional d4 hit points. By expending two out of three uses, you can completely heal the damage by the amount of hit points you would have converted.
Prerequisite: Heal 4 ranks.

Doctor: When converting lethal damage to nonlethal damage and completely healing, you use a d6 instead of a d4.
Prerequisites: Healer, Heal 7 ranks.

Surgeon: When converting lethal damage to nonlethal damage and completely healing, you use a d8 instead of a d6.
Prerequisites: Healer, Doctor, Heal 10 ranks.

Expert Creation: When using the Craft (Alchemy) skill, you make double the gp you would normally make at the end of the period for the purposes of crafting items. This bonus increases at every three levels thereafter, to a maximum of eight times the gp you would normally make at 20th level.

Fast Creation: At 2nd level, an Alchemist, when using the purposes of making items for Craft (Alchemy), she only needs to spend 1 hour per 50 gold pieces of the market price, 6 minutes per 5 gold pieces.

Improved Alchemy: At 3rd level, the Alchemist gains Improved Alchemy as a bonus feat, regardless of whether she meets the prerequisites. If she already has this feat, she gain select another feat that she meets the prerequisites for.

Skill Focus (Craft [Alchemy]): At 3rd level, the Alchemist gains Skill Focus (Craft [Alchemy]) as a bonus feat. If she already has this feat, she can select another feat that she meets the prerequisites for.

Bonus Feat: At fourth level and every three levels thereafter, the Alchemist gains a bonus feat, selected from the following list: Combat Expertise, Endurance, Far Shot, Grenadier (PHBII), Iron Will, Mad Alchemist (PHBII), Open Minded (Complete Adventurer), Point Blank Shot, Precise Shot, Quick Draw.

Quick Creation: At 5th level, an Alchemist, when using the purposes of making items for Craft (Alchemy), she only needs to spend 1 hour per 250 gold pieces of the market price, 6 minutes per 25 gold pieces.

Exceptional Alchemy: At 6th level, the Alchemist gains Exceptional Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Improvised Creation: The Alchemist is capable of using unorthodox materials and jury-rigged tools to quickly create alchemical equipment. The Craft DC for making jury-rigged alchemical equipment is reduced by 10, taking only one hour to make but damaging alchemical equipment explodes on a roll of a natural one when crafting it, plus the Save DCs and damage rolls for jury-rigged alchemical equipment are reduced by 4 for Save DCs, and -2 per damage dice. For example, an acid made by Savvy Alchemy would deal 4d6-8 points of acid damage.

Savvy Alchemy: At 9th level, the Alchemist gains Savvy Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Discern Composition: At 11th level, an Alchemist gains the Discern Composition Class Feature. By making a Craft (Alchemy) check against a monster with a DC of the monster's Hit Dice+15, the Alchemist can discern the monster's type and subtype, plus any weaknesses it might have.

Masterful Alchemy: At 12th level, the Alchemist gains Masterful Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Unorthodox Creation: At 14th level, the Alchemist can substitute extraordinary abilities that duplicate magic in alchemical devices by selecting another spell of the same level, in the same school, by adding the minimum caster level to the DC of crafting an alchemical device.

Peerless Alchemy: At 15th level, the Alchemist gains Peerless Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Swift Creation: At 17th level, the Alchemist, when using the purposes of making items for Craft (Alchemy), she only needs to work for 1 hour per 1,000 gold pieces of the item’s market price, 6 minutes per 100 gold pieces.

Sublime Alchemy: At 18th level, the Alchemist gains Sublime Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Legendary Physician: At 20th level, you are a living paramount to the study of chemistry, your very existence proof of a major scientific breakthrough. You gain a +8 insight bonus on Craft (Alchemy) and Knowledge (Arcana) checks. When you create alchemical devices that damage or heal, you bestow the maximum possible dice result for damage or healing.

By Bhaal006 of the WotC message boards:
Alchemists Gun: This strange looking device has a large metal cylinder mounted on top of what appears to be a crossbow frame but lacking the arms that defines such a weapon, closer examination reveals a tightly coiled spring housed inside the tube, this device was created by adventuring alchmists as means to deliver their potent chemical formulas froma safer distance, Increase the rang increment of all grenadelike weapons fired from this device to 40ft.

I use the magic item creation rules in the DMG to figure out the market price for my alchemical equipment. For example, a potion with a 2nd level spell by a third level caster would cost 150 gp, 25x2 (the spell level)x3(the caster level). At the end, I double the price to 300 gp, as they are non-magical, and thus more powerful than their equivalent spells. Raw materials cost 1/3rd the market price, making it 100 gp for an alchemist. In order to make a lot of alchemical equipment to keep up with the spell casters, I implemented the Multi-tasking talent tree, and the Fast Creation, Swift Creation, and Expert Creation rules.

By RuckusFox of the WotC message boards:
Alchemist's Vest
This vest is specially built for the alchemist on the go! It is specially lined with deerskin-twice-to prevent nasty burns. It provides -1 to chemical damage (splash or direct). The sides of the vest are covered with plenty of different component pouches, each with their own protective flap and sealing buckle. If declared buckled, components inside of buckled pouches will not spill, even when fumbling (Natural 1).
Cost: 50 GP ?

Since they are non-magic, they are priced like scrolls to their magical equivalents. For dispel magic, you must target individual magic equipment, and antimagic fields do not come into use by spell casters until 11th level.

Nausicaa’s (of the WotC) Variant:

At 1st level i added this:

Expanded Brew Potion: at 1st level, an Alchimist gain Brew Potion as a bonus feat. He can create all the potions in the DMG as if all spells presented were in his class spell list. Furthermore, from 7th level, he can make potions of arcane and divine spells from the Abjuration and Transmutation school that are listed as Saving Throw: Harmless as if these spells were in his class spell list. The maximum spell level in the potion can be up to ½ the character’s class level (up to 9th level spells at level 19 and 20)

And this:
Potion Craft Reserve: at each level the Alchimist receives this bonus experience points that can be used in place of his own XP to craft magical potions. Unspent points resets when you level up.

At 2nd level i added this:
Efficent Alchemy:At 2nd level, the Alchemist, when using the purposes of making items for Craft (Alchemy), she only needs to spend a full day instead of a full week.

At 6th level this:
Brew Spellvial: As the ability of the alchemist savant in magic of eberron, except that you can make it with potions of every spell level (if you don't know it can briefly describe it)

At 8th level i changed improvised creation to be able to create the object in a hour.

At 11th level
Create alchemical Mixture: As the ability of the alchemist savant in magic of eberron, except that you can make it with potions of every spell level (if you don't know it can briefly describe it)

At 17th level i changed
Swift Creation: At 17th level, the Alchemist, when using the purposes of making items for Craft (Alchemy), she only needs to spend 8 hours instead of a full day.

Item Creation
In order to figure out the price for raw materials when making improved alchemical equipment, take the base cost of the alchemical equipment, or the masterwork cost if it is masterwork, and add the listed “price” next to the improved alchemical equipment. Divide by 3, and you have the list of the needed gp value of raw materials. If you want the market price, do not divide the value by 3.
With the exception of Everburning Torches, using the special ability uses the alchemical item, and cannot be used again. You need to make a new piece of alchemical equipment in order use the ability again. With Everburning Torches, after using the ability, it reverts back to either a normal or masterwork Everburning Torch, depending on what it was originally created as. In order to regain the ability, you must pay 1/3rd of the cost the Everburning Torch would have had to “regain” the ability.

Variant: Masterwork Alchemy

Masterwork Acid: This flask of Acid deals 1d8 acid damage and grants a +2 bonus on damage rolls. Market Price: 15 gp.
Masterwork Alchemist's Fire: This flask of Alchemist's Fire deals 1d8 fire damage grants a +2 bonus on damage rolls. Market Price: 30 gp.
Masterwork Everburning Torch: The masterwork version of this alchemical torch provides clear illumination to 40 feet, and shadowy illumination to 80 feet. Market Price: 165 gp.
Masterwork Antitoxin: This alchemical remedy provides a +10 alchemical bonus on Fortitude saves to poisons for two hours. Market Price: 100 gp.
Masterwork Holy Water: This masterwork equivalent provides a +2 bonus on damage rolls. Market Price: 35 gp.
Masterwork Smokestick: This masterwork alchemical tool provides the equivalent of the fog cloud spell, but in a 20 foot cube and lasts for 2 rounds. Market Price: 40 gp.
Masterwork Sunrod: This masterwork equivalent burns for twice as long as the normal equivalent, 12 hours, and double the light radius. Market Price: 4 gp.
Masterwork Tanglefoot Bag: The Reflex Saves, Strength checks, and Concentration checks, to avoid, break out of, or cast spells within, the masterwork tanglefoot bag are increased by 4, to 19, 21, and 19, respectively. Market Price: 75 gp.
Masterwork Thunderstone: The Fortitude Save to avoid deafness from the masterwork Thunderstone increases by 4, to 19. Market Price: 60 gp.
Masterwork Tindertwig: Lighting a masterwork Tindertwig is a free action instead of a standard action. Market Price: 2 gp.

In this next section, all prices listed are the prices needed to customize the alchemical equipment.
New Feat: Improved Alchemy
You are capable of improving alchemical supplies by a significant degree.
Prerequisites: Craft (Alchemy 6 ranks), Knowledge (Arcana) or Knowledge (Nature) 6 ranks
Benefits: At a +2 the DC of Craft (Alchemy), you can add these special qualities any of these alchemical items:
Acid: Add +1d6 Acid Damage to the base damage, for a total of 2d6. If it is masterwork, the damage rolls increase to +3. Price: 20 (normal), 35 (Masterwork)
Antitoxin: Anyone who drinks this or pours this over an object, is subject to a nonmagical equivalent to Detect Poison, turning a slight red if any poison is present within the object or person. Price: 14 gp.
Alchemist's Fire: Add +1d6 Fire Damage to the base damage for a total of 2d6. If it is masterwork, the damage rolls increase to +3. Price: 40 (normal), 55 (masterwork).
Everburning Torch: Can be customized to create a nonmagical equivalent to the Resist Energy (Cold) spell to one target within the radius. Price: 75 gp.
Holy Water: Adds +1d4 points of damage, to a total of 3d4, to evil outsiders and undead. If it is masterwork, the damage rolls increase to +3. Price: 38 gp (normal), 53 gp (masterwork).
Smokestick: Can be customized to create a nonmagical equivalent to Lullaby to whoever inhales the fumes. Price: 14 gp.
Sunrod: Can be customized to create a nonmagical equivalent to Flare to one target within the radius. Market Price: 14 gp.
Tanglefoot Bag: Can be customized to create a non-magical equivalent to the Grease spell. Market Price: 14 gp.
Thunderstone: Can create a non-magical equivalent to the Orb of Sound, Lesser spell. Price: 12.5 gp.
Tindertwig: Creates a non-magical equivalent to Produce Flame. Price: 12.5 gp.

Exceptional Alchemy
You are an exquisitely skilled and talented alchemist.
Prerequisites: Craft (Alchemy) 9 ranks, Knowledge (Arcana) or Knowledge (Nature) 9 ranks, Improved Alchemy.
Benefit: At +4 to the DC to craft, you can customize your alchemical equipment with additional benefits.
Acid: Adds +3d6 acid damage, for a total of 4d6. If it is masterwork, the bonus to damage rolls increases to +4. Price: 35 (normal), 55 (masterwork).
Alchemist's Fire: Adds +3d6 fire damage, for a total of 4d6. If it is masterwork, the bonus to damage rolls increases to +4. Price: 80 (normal), 100 (masterwork).
Antitoxin: Nonmagical equivalent of Delay Poison. Price: 188 gp.
Everburning Torch: Uses a nonmagical equivalent of Daylight. Price: 188 gp.
Holy Water: Deals 5d6 damage to evil outsiders and undead. If it is masterwork, the bonus improves to +4. Price: 101 gp (normal), 121 gp (masterwork).
Smokestick: Makes a nonmagical equivalent to Obscure Object. Price: 114 gp.
Sunrod: Nonmagical equivalent to Blindness. Price: 114 gp.
Tanglefoot Bag: Nonmagical equivalent of Snare. Price: 188 gp.
Thunderstone: Nonmagical equivalent to Silence. Price: 114 gp.
Tindertwig: Nonmagical equivalent of Scorching Ray. Price: 114 gp.

Savvy Alchemy
Your talent at Alchemy is unsurpassed by few.
Prerequisite: Craft (Alchemy) 12 ranks, Knowledge (Arcana) or Knowledge (Nature) 12 ranks, Improved Alchemy, Exceptional Alchemy.
Benefit:Adding +6 to the DC to craft, you can customize your alchemical equipment.
Acid: Adds +5d6 acid damage, for a total of 6d6. If it is masterwork, add +5 to the damage roll. Price: 60 (normal), 85 (masterwork).
Alchemist's Fire: Adds +5d6 fire damage, for a total of 6d6. If it is masterwork, add +5 to the damage roll. Price: 120 (normal), 145 (masterwork).
Antitoxin: When ingested, and if the imbiber has already failed a Fortitude Save against the poison, the imbiber gains a new fortitude save to ward off poison with a +5 alchemical bonus. Price: 200 gp.
Everburning Torch: Non-magical equivalent of Searing Light. Price: 188 gp.
Holy Water: Deals 8d6 damage against undead and evil outsiders. If it is masterwork, add +5 to the damage roll. Price: 150 (normal), 175 (masterwork).
Smokestick: Non-magical equivalent of Solid Fog. Price: 350 gp.
Sunrod: Non-magical equivalent of Blistering Radiance. Price: 350 gp.
Tanglefoot Bag: Non-magical equivalent of Hold Person. Price: 350 gp.
Thunderstone: Non-magical equivalent of Shout. Price: 350 gp.
Tindertwig: Non-magical equivalent of Wall of Fire. Price: 563 gp.

Masterful Alchemy

The workings of alchemy are second nature to you.
Prerequisites: Craft (Alchemy) 15 ranks, Knowledge (Arcane) or Knowledge (Nature) 15 ranks, Improved Alchemy, Exceptional Alchemy, Savvy Alchemy.
Benefit: By adding +8 to the Craft DC, you can customize your alchemical equipment.
Acid: Add +9d6 acid damage, for a total of 10d6. If it is masterwork, add +6 to the damage roll. Price: 100 (normal), 130 (masterwork)
Alchemist's Fire: Add +9d6 fire damage, for a total of 10d6. If it is masterwork, add +6 to the damage roll. Price: 200 (normal), 230 (masterwork).
Antitoxin: Nonmagical equivalent to Lesser Restoration on two ability scores, plus Neutralize Poison. Price: 500 gp.
Everburning Torch: Nonmagical equivalent to Rainbow Pattern. Price: 350 gp.
Holy Water: Deals 12d6 damage to undead or evil outsiders. If masterwork, add +7 to the damage roll. Price: 188 (normal), 218 (masterwork)
Smokestick: Nonmagical equivalent of Mind Fog. Price: 563 gp.
Sunrod: Nonmagical equivalent of Fire Shield. Price: 350 gp.
Tanglefoot Bag: Nonmagical equivalent to Hold Monster. Price: 563 gp.
Thunderstone: Creates a non-magical equivalent to Orb of Sound. Price: 350 gp.
Tindertwig: Nonmagical equivalent to Fires of Purity. Price: 825 gp.

Peerless Alchemy
Few except for the elite among alchemists can match your skill at the arts of chemistry.
Prerquisites: Craft (Alchemy) 18 ranks, Knowledge (Arcana) or Knowledge (Nature) 18 ranks.
Benefit: By adding +10 to the DC to craft, you can customize your alchemical equipment.
Acid: Deals 10d8 acid damage. If it is masterwork, add +7 to the damage roll. Price: 125 (normal), 160 (masterwork).
Alchemist's Fire: Deals 10d8 fire damage. If it is masterwork, add +7 to the damage roll. Price: 250 (normal), 285 (masterwork).
Antitoxin: Nonmagical equivalent to Restoration to two ability scores.
Everburning Torch: Nonmagical equivalent of True Seeing within the radius.
Holy Water: Deals 12d8 damage against undead and evil outsiders. If it is masterwork, add +8 to the damage roll. Price: 235 gp (normal), 275 gp (masterwork).
Smokestick: Nonmagical equivalent to Acid Fog. Price: 825 gp.
Sunrod: Nonmagical equivalent to Sunbeam. Price: 1138 gp.
Tanglefoot Bag: Nonmagical equivalent to Hold Person, Mass. Price: 1138 gp.
Thunderstone: Nonmagical equivalent to Greater Shout. Price: 1500 gp.
Tindertwig: Nonmagical equivalent to Fire Storm, but in one 10 foot cube. Price: 1138 gp.

Sublime Alchemy
You are to alchemy what Mordenkainen is to magic.
Prerequisites: Craft (Alchemy) 21 ranks, Knowledge (Arcana) or Knowledge (Nature) 21 ranks.
Benefit: By adding +12 to the DC to craft, you can customize your alchemical equipment.
Acid: Deals 10d10 acid damage. If it is masterwork, add +8 to the damage roll. Price: 158 (normal), 198 gp (masterwork).
Alchemist's Fire: Deals 10d10 fire damage. If it is masterwork, add +8 to the damage roll. Price: 313 gp (normal), 353 gp (masterwork).
Antitoxin: Nonmagical equivalent to Greater Restoration to two ability scores. Price: 1138 gp.
Everburning Torch: Nonmagical equivalent of Scintillating Pattern. Price: 1913 gp.
Holy Water: Deals 12d10 damage against undead and evil outsiders. If it is masterwork, add +9 to the damage roll. Price: 294 gp (normal), 339 gp (masterwork).
Smokestick: Nonmagical equivalent to Incendiary Cloud. Price: 1500 gp.
Sunrod: Nonmagical equivalent to Sunburst. Price: 1500 gp.
Tanglefoot Bag: Nonmagical equivalent to Hold Monster, Mass. Price: 1913 gp.
Thunderstone: Nonmagical equivalent to Power Word Stun. Price: 1500 gp.
Tindertwig: Nonmagical equivalent to the Combust spell, but can combust 2 targets no more than 10 feet apart. Price: 300 gp.

Acid and Alchemist's Fire Splash Damage:
Masterwork: 3
Improved: 4
Exceptional: 5
Savvy: 6
Masterful: 7
Peerless: 8
Sublime: 9

Holy Water Splash Damage:
Masterwork: 4
Improved: 5
Exceptional: 6
Savvy: 7
Masterful: 8
Peerless: 9
Sublime: 10

In case one needs to know, the effective caster level for the non-magical equivalents is equal to the ranks in Craft (Alchemy)-3.

From Halidan of the Candlekeep message boards:
I like the concept in principle, but I've got some problems with the way you've taken the Everburning Torch. Rather than have it become some sort of illusion based wand with Daze/Rainbow Pattern/Fire Storm (BTW - where did that come from??)and then Scintilating Pattern, I think you should simply have the torch come closer to actual sunlight. The prgress could go something like this:

Improved Everburning Torch = The warmth of the torch acts as a Resist Energy (cold) spell on the person carrying the torch. (Cleric 2nd)
Exceptional Everburning Torch = Torch acts as a Daylight Spell within it's radius. (Bard 3rd)
Savvy Everburning Torch = Torch can cast a Seering Light Spell (Cleric 3rd)
Peerless Everburning Torch = Torch can cast a Sunbeam Spell (Cleric 7th)
Sublime Everburning Torch = Sunburst Spell (Cleric 8th)

The other question I have is about how often the spells can be cast from the torch. Most alchemical items have a duration - by definition, the torch lasts forever. Allowing it to cast a multiple number of these spells makes the item too powerful. My suggestion would be that once the spell is cast, the torch goes out for good. How does this seem to you folks?

Turambar on the Dragonlance Messageboards:
Quote from me:
I know. I am just posting it on multiple D&D messageboards to get people's opinion on it. So far, all people that commented think that it is good, and one suggested that I should find a good price range for Improved Alchemy. I am afraid that if I make them too expensive, then there will be no incentive to buy a 2d6 vial of acid if two vials that deal 1d6 each are cheaper.
His reply:
Simply make the cost exponential. And also put some constraint on the kind that if two vials are thrown at the same target, at least some time must pass before the other makes effect.

New Alchemical Equipment:

Healing Salve: Requires 4 ranks of Craft (Alchemy) and 1 rank in Heal.

The Healing Salve converts 1d4 points of damage per rank of Heal the creator had into nonlethal damage. You can only benefit from this once a day. If someone tries to use another Healing Salve on you, the effort is wasted. The market price is 40 gp per rank in heal. If you possess an ability from the “healing” talent tree from the Alchemist Core Class, this does not count towards your daily uses.
Improvements:
Masterwork: Converts 1d6 points of damage per rank of Heal. Market Price: 60 gp per rank.
Improved: Non-magical equivalent of Cure Light Wounds.
Exceptional: Non-magical equivalent of Cure Moderate Wounds.
Savvy: Non-magical equivalent of Cure Serious Wounds .
Masterful: Non-magical equivalent of Cure Critical Wounds.
Peerless: Non-magical equivalent of Heal.
Sublime: Non-magical equivalent of Regenerate.


Arms and Equipment Guide Alchemy:

Bladefire
Masterwork: Deals two additional points of fire damage with each successful hit.
Improved: Deals four additional points of fire damage with each successful hit.
Exceptional: Deals six additional points of fire damage with each successful hit.
Savvy: Deals eight additional points of fire damage with each successful hit.
Masterful: Deals ten additional points of fire damage with each successful hit.
Peerless: Deals twelve additional points of fire damage with each successful hit.
Sublime: Deals fourteen additional points of fire damage with each successful hit.

Bullet, Acid/Flame/Priest’s
Masterwork: Deals 1d6 points of acid/fire/holy damage in addition to the normal damage from a sling bullet.
Improved: Deals 2d4 points of acid/fire/holy damage in addition to the normal damage from a sling bullet.
Exceptional: Deals 2d8 points of acid/fire/holy damage in addition to the normal damage from a sling bullet.
Savvy: Deals 4d8 points of acid/fire/holy damage in addition to the normal damage from a sling bullet.
Masterful: Deals 6d8 points of acid/fire/holy damage in addition to the normal damage from a sling bullet.
Peerless: Deals 8d8 points of acid/fire/holy damage in addition to the normal damage from a sling bullet.
Sublime: Deals 10d8 points of acid/fire/holy damage in addition to the normal damage from a sling bullet.

Candle, Focusing
Masterwork: +2 bonus on Appraise, Decipher Script, Forgery, Search, and caster level checks for scrying. Lasts for two hours.
Improved: +3 bonus on Appraise, Decipher Script, Forgery, Search, and caster level checks for scrying. Lasts for three hours.
Exceptional: +4 bonus on Appraise, Decipher Script, Forgery, Search, and caster level checks for scrying. Lasts for four hours.
Savvy: +5 bonus on Appraise, Decipher Script, Forgery, Search, and caster level checks for scrying. Lasts for five hours.
Masterful: +6 bonus on Appraise, Decipher Script, Forgery, Search, and caster level checks for scrying. Lasts for six hours.
Peerless: +7 bonus on Appraise, Decipher Script, Forgery, Search, and caster level checks for scrying. Lasts for six hours.
Sublime: +8 bonus on Appraise, Decipher Script, Forgery, Search, and caster level checks for scrying. Lasts for six hours.

Candle, Restful
Masterwork: Heals three points of ability damage per light activity/complete rest.
Improved: Heals four points of ability damage per light activity/complete rest.
Exceptional: Heals five points of ability damage per light activity/complete rest.
Savvy: Heals six points of ability damage per light activity/complete rest.
Masterful: Heals seven points of ability damage per light activity/complete rest.
Peerless: Heals eight points of ability damage per light activity/complete rest.
Sublime: Heals nine points of ability damage per light activity/complete rest.

Clearbreath
Masterwork: +5 on Fortitude saves made to resist unpleasant odors. Lasts for two hours.
Improved: +6 on Fortitude saves made to resist unpleasant odors. Lasts for three hours.
Exceptional: +7 on Fortitude saves made to resist unpleasant odors. Lasts for four hours.
Savvy: +8 on Fortitude saves made to resist unpleasant odors. Lasts for five hours.
Masterful: +9 on Fortitude saves made to resist unpleasant odors. Lasts for six hours.
Peerless: +10 on Fortitude saves made to resist unpleasant odors. Lasts for seven hours.
Sublime: +11 Fortitude saves made to resist unpleasant odors. Lasts for eight hours.

Defoliator
Masterwork: Deals 2d4+2 points of damage against plant creatures, 4 points on splash damage.
Improved: Deals 3d4 points of damage against plant creatures, 5 points on splash damage. If masterwork, add +3 to damage roll.
Exceptional: Deals 5d6 points of damage against plant creatures, 6 points on splash damage. If masterwork, add +4 to damage roll.
Savvy: Deals 8d6 points of damage against plant creatures, 6 points on splash damage. If masterwork, add +5 to damage roll.

Masterful: Deals 12d6 points of damage against plant creatures, 7 points on splash damage. If masterwork, add +6 to damage roll.
Peerless: Deals 12d8 points of damage against plant creatures, 8 points on splash damage. If masterwork, add +7 to damage roll.
Sublime: Deals 12d10 points of damage against plant creatures, 9 points on splash damage. If masterwork, add +8 to damage roll.

Dwarfblind
Masterwork: DC 17 Reflex Save to avoid loss of darkvision.
Improved: DC 19 Reflex Save to avoid loss of darkvision.
Exceptional: DC 21 Reflex Save to avoid loss of darkvision.
Savvy: DC 23 Reflex Save to avoid loss of darkvision.
Masterful: DC 25 Reflex Save to avoid loss of darkvision.
Peerless: DC 27 Reflex Save to avoid loss of darkvision.
Sublime: DC 29 Reflex Save to avoid loss of darkvision.

Farflame Oil
Masterwork: Pint of farlame oil fuels a lantern for 6 hours.
Improved: Pint of farlame oil fuels a lantern for 9 hours.
Exceptional: Pint of farlame oil fuels a lantern for 12 hours.
Savvy: Pint of farlame oil fuels a lantern for 15 hours.
Masterful: Pint of farlame oil fuels a lantern for 18 hours.
Peerless: Pint of farlame oil fuels a lantern for 21 hours.
Sublime: Pint of farlame oil fuels a lantern for 24 hours.

Fleetfoot
Masterwork: effect lasts for 10 rounds + 2 rounds per point of Constitution modifier.
Improved: effect lasts for 10 rounds + 3 rounds per point of Constitution modifier.
Exceptional: effect lasts for 10 rounds + 4 rounds per point of Constitution modifier.
Savvy: effect lasts for 10 rounds + 5 rounds per point of Constitution modifier.
Masterful: effect lasts for 10 rounds + 6 rounds per point of Constitution modifier.
Peerless: effect lasts for 10 rounds + 7 rounds per point of Constitution modifier.
Sublime: effect lasts for 10 rounds + 8 rounds per point of Constitution modifier.

Ghostoil
Masterwork: When applied to weapon, affects incorporeal creatures normally for the next 3 rounds.
Improved: When applied to weapon, affects incorporeal creatures normally for the next 4 rounds.
Exceptional: When applied to weapon, affects incorporeal creatures normally for the next 5 rounds.
Savvy: When applied to weapon, affects incorporeal creatures normally for the next 6 rounds.
Masterful: When applied to weapon, affects incorporeal creatures normally for the next 7 rounds.
Peerless: When applied to weapon, affects incorporeal creatures normally for the next 8 rounds.
Sublime: When applied to weapon, affects incorporeal creatures normally for the next 9 rounds.

Gravebane
Masterwork: Undead cannot enter an area filled with gravebane smoke unless they succeed on a DC 12 Will Save. Fills a 10-foot area with smoke.
Improved: Undead cannot enter an area filled with gravebane smoke unless they succeed on a DC 14 Will Save. Fills a 10-foot area with smoke.
Exceptional: Undead cannot enter an area filled with gravebane smoke unless they succeed on a DC 16 Will Save. Fills a 10-foot area with smoke.
Savvy: Undead cannot enter an area filled with gravebane smoke unless they succeed on a DC 18 Will Save. Fills a 10-foot area with smoke.
Masterful: Undead cannot enter an area filled with gravebane smoke unless they succeed on a DC 20 Will Save. Fills a 10-foot area with smoke.
Peerless: Undead cannot enter an area filled with gravebane smoke unless they succeed on a DC 22 Will Save. Fills a 10-foot area with smoke.
Sublime: Undead cannot enter an area filled with gravebane smoke unless they succeed on a DC 24 Will Save. Fills a 10-foot area with smoke.

Hawk’s Ointment
Masterwork: +2 bonus on Search and Spot checks for the next 2 minutes.
Improved: +3 bonus on Search and Spot checks for the next 2 minutes.
Exceptional: +4 bonus on Search and Spot checks for the next 2 minutes.
Savvy: +5 bonus on Search and Spot checks for the next 2 minutes.
Masterful: +6 bonus on Search and Spot checks for the next 2 minutes.
Peerless: +7 bonus on Search and Spot checks for the next 2 minutes.
Sublime: +8 bonus on Search and Spot checks for the next 2 minutes.

Longbreath
Masterwork: Hold breath for 4 rounds per point of Constitution, or if inhaled when already holding breath, multiply remaining number of rounds to continue holding breath by 2.
Improved: Hold breath for 5 rounds per point of Constitution, or if inhaled when already holding breath, multiply remaining number of rounds to continue holding breath by 3.
Exceptional: Hold breath for 6 rounds per point of Constitution, or if inhaled when already holding breath, multiply remaining number of rounds to continue holding breath by 4.
Savvy: Hold breath for 7 rounds per point of Constitution, or if inhaled when already holding breath, multiply remaining number of rounds to continue holding breath by 5.
Masterful: Hold breath for 8 rounds per point of Constitution, or if inhaled when already holding breath, multiply remaining number of rounds to continue holding breath by 6.
Peerless: Hold breath for 9 rounds per point of Constitution, or if inhaled when already holding breath, multiply remaining number of rounds to continue holding breath by 7.
Sublime: Hold breath for 10 rounds per point of Constitution, or if inhaled when already holding breath, multiply remaining number of rounds to continue holding breath by 8.

Motelight
Masterwork: Concentraion check DC 9+Spell level.
Improved: Concentration check DC 13+ Spell level.
Exceptional: Concentration check DC 17+ Spell level.
Savvy: Concentration check DC 21+ Spell level.
Masterful: Concentration check DC 25+ Spell level.
Peerless: Concentration check DC 29+ Spell level.
Sublime: Concentration check DC 33+ Spell level.

Nature’s Draught
Masterwork: +2 bonus on Handle Animal and Wild Empathy checks made during the day after it was consumed.
Improved: +3 bonus on Handle Animal and Wild Empathy checks made during the day after it was consumed.
Exceptional: +4 bonus on Handle Animal and Wild Empathy checks made during the day after it was consumed.
Savvy: +5 bonus on Handle Animal and Wild Empathy checks made during the day after it was consumed.
Masterful: +6 bonus on Handle Animal and Wild Empathy checks made during the day after it was consumed.
Peerless: +7 bonus on Handle Animal and Wild Empathy checks made during the day after it was consumed.
Sublime: +8 bonus on Handle Animal and Wild Empathy checks made during the day after it was consumed.

Polar Skin
Masterwork: Becomes ineffective once it has absorbed 10 points of cold damage.
Improved: Becomes ineffective once it has absorbed 15 points of cold damage.
Exceptional: Becomes ineffective once it has absorbed 20 points of cold damage.
Savvy: Becomes ineffective once it has absorbed 25 points of cold damage.
Masterful: Becomes ineffective once it has absorbed 30 points of cold damage.
Peerless: Becomes ineffective once it has absorbed 35 points of cold damage.
Sublime: Becomes ineffective once it has absorbed 40 points of cold damage.

Sparkstone
Masterwork: Deals 1d8+2 points of electricity damage.
Improved: Deals 2d6 points of electricity damage. If masterwork, add +3 to damage roll.
Exceptional: Deals 4d6 points of electricity damage. If masterwork, add +4 to damage roll.
Savvy: Deals 6d6 points of electricity damage. If masterwork, add +5 to damage roll.
Masterful: Deals 10d6 points of electricity damage. If masterwork, add +6 to damage roll.
Peerless: Deals 10d8 points of electricity damage. If masterwork, add +7 to damage roll.
Sublime: Deals 10d10 points of electricity damage. If masterwork, add +8 to damage roll.

Stonebreaker Acid
Masterwork: Deals 4d10 points of acid damage to stone objects. On the round after that, it deals a further 3d10 points of acid damage.
Improved: Deals 5d10 points of acid damage to stone objects. On the round after that, it deals a further 4d10 points of acid damage.
Exceptional: Deals 6d10 points of acid damage to stone objects. On the round after that, it deals a further 5d10 points of acid damage.
Savvy: Deals 7d10 points of acid damage to stone objects. On the round after that, it deals a further 6d10 points of acid damage.
Masterful: Deals 8d10 points of acid damage to stone objects. On the round after that, it deals a further 7d10 points of acid damage.
Peerless: Deals 9d10 points of acid damage to stone objects. On the round after that, it deals a further 8d10 points of acid damage.
Sublime: Deals 10d10 points of acid damage to stone objects. On the round after that, it deals a further 9d10 points of acid damage.

Verminbane
Masterwork: Vermin creatures must succeed on a DC 17 Fortitude Save to pass through an area with verminbane smoke. Fills a 10-foot-square area.
Improved: Vermin creatures must succeed on a DC 19 Fortitude Save to pass through an area with verminbane smoke. Fills a 10-foot-square area.
Exceptional: Vermin creatures must succeed on a DC 21 Fortitude Save to pass through an area with verminbane smoke. Fills a 10-foot-square area.
Savvy: Vermin creatures must succeed on a DC 23 Fortitude Save to pass through an area with verminbane smoke. Fills a 10-foot-square area.
Masterful: Vermin creatures must succeed on a DC 25 Fortitude Save to pass through an area with verminbane smoke. Fills a 10-foot-square area.
Peerless: Vermin creatures must succeed on a DC 27 Fortitude Save to pass through an area with verminbane smoke. Fills a 10-foot-square area.
Sublime: Vermin creatures must succeed on a DC 29 Fortitude Save to pass through an area with verminbane smoke. Fills a 10-foot-square area.

Vicious Bleeder
Masterwork: Wound continues to bleed for 3 rounds, dealing 2 additional points of damage on each of those rounds.
Improved: Wound continues to bleed for 4 rounds, dealing 3 additional points of damage on each of those rounds.
Exceptional: Wound continues to bleed for 5 rounds, dealing 4 additional points of damage on each of those rounds.
Savvy: Wound continues to bleed for 6 rounds, dealing 5 additional points of damage on each of those rounds.
Masterful: Wound continues to bleed for 7 rounds, dealing 6 additional points of damage on each of those rounds.
Peerless: Wound continues to bleed for 8 rounds, dealing 7 additional points of damage on each of those rounds.
Sublime: Wound continues to bleed for 9 rounds, dealing 8 additional points of damage on each of those rounds.

Gwenfloor
2007-05-04, 02:38 PM
Is anyone going to respond, or is my class that uninteresting?

Foucault
2007-05-04, 03:12 PM
It's not uninteresting, its just a large amount of text to get through. Honestly, with the myriad of bonuses and penalties for every ability of the Alchemist I feel like I need Mathematica or a spreadsheet to figure out the Craft DC's. I'd try to condense the abilities, its just confusing to try an juggle this many.

I like the concept though, it leans towards a chemist or physician rather than someone searching for the Philosopher's Stone. Chemistry can be a dangerous toy and a powerful tool.

Gwenfloor
2007-05-04, 07:01 PM
I simplify things by saying that for every rank the Alchemist takes in Craft (Alchemy), they gain a total amount of free alchemical materials equal to 100 gp times their character level. Thus, a first level alchemist with 4 ranks gains 400 gp worth of alchemical items, if they take a rank at second level, they gain 200 gold pieces. I am checking to see if it is balanced.

Gwenfloor
2007-05-08, 12:08 PM
I decided that in order to keep up with the spell casters, I reduced the time to make alchemical supplies to 1 hour per 50 gp for fast creation (6 minutes per 5 gp), 1 hour per 250 gp for quick creation (6 minutes per 25 gp), and 1 hour per 1,000 gp for swift creation (6 minutes per 100 gp).

Gwenfloor
2007-05-08, 12:22 PM
It's not uninteresting, its just a large amount of text to get through. Honestly, with the myriad of bonuses and penalties for every ability of the Alchemist I feel like I need Mathematica or a spreadsheet to figure out the Craft DC's. I'd try to condense the abilities, its just confusing to try an juggle this many.

I like the concept though, it leans towards a chemist or physician rather than someone searching for the Philosopher's Stone. Chemistry can be a dangerous toy and a powerful tool.

Alright, I feel a new project to work on when I complete this class. A spreadsheet sounds pretty cool of an idea.

Umbral_Arcanist
2007-05-08, 12:27 PM
Whoa... I'd been thinking about expanding alchemy for a homebrew for a short time, but doing nothing about it. This is well done (from what i've read), but there is a lot here and i'll want to read it all before giving a final opinion/advice

Gwenfloor
2007-05-09, 12:00 AM
Whoa... I'd been thinking about expanding alchemy for a homebrew for a short time, but doing nothing about it. This is well done (from what i've read), but there is a lot here and i'll want to read it all before giving a final opinion/advice

Thank you for your response. I am currently play-testing the Alchemist, and it is keeping up well compared to the spell casters. Overall, it is balanced from what I've seen.

K2
2007-05-09, 12:16 AM
I love it!

Gwenfloor
2007-05-10, 07:18 PM
I love it!

I am glad to hear that.

Now what are your opinions of the balanced part of the class, if I may ask? Is it underpowered, overpowered, or just right?

aaron_the_cow
2007-05-10, 08:45 PM
i've been waiting for this...
my uncle made a first ed one of thise, it was alot more magical and less complex (not that complex is bad).

Gwenfloor
2007-05-10, 10:32 PM
i've been waiting for this...
my uncle made a first ed one of thise, it was alot more magical and less complex (not that complex is bad).

Underpowered, overpowered, or just right?

Updated the talents. New talent, Conservationist, Poisoner and Apothecary talent trees expanded to include rules on enhancing drugs (from the Book of Vile Darkness).

DracoDei
2007-05-11, 05:23 PM
This is off the top of my head after reading some of the class.
I very much like the concept. Couldn't slog through all the text at the moment(mostly formatting issues, I might move the lists of talents to the end. Needs some improvements to the formating (the headers on the table for instance), better clarity (which things are cumulative with what?) and the text listing needs to match up with the table (you have Skill focus[Alchemy listed at first level on the table but as at third level in the main text).

All in all it looks like something that would make a really nice cohort, and not QUITE so much for a player character. It would kinda be like playing a buff-focused wizard or sorcerer... yeah, you can help the party, but since others can use your stuff equally well as you can on average (depending on BAB), you are almost better off staying back at camp or in the nearest city and just providing the gear... at least and unless until you get the Harvest Materials (which I like and actually have one of my more stock character concepts that is based around) and/or some of the abilities that give bonuses to your uses of the Heal skill. That is unless the alchemy gun is THAT hard to get weapon proficiency in or requires alchemy skill to use well. I didn't look at alchemy gun (again text not formatted nicely enough).

Specific errors I note:
-I think you mean "healing SALVE" not "healing SOLVENT". This appears in many places.
-As far as I know Holy Water can't be made by any alchemy check... I could see letting them turn remnants from a [Good] creature into something that would substitute for the 25 GP worth of silver the spell normally requires (but they still couldn't actually cast the spell). The idea of killing something good to get stuff to make Holy Water seems a bit hypocritical too (maybe if it was a fallen ally)...



Things to consider adding:
-Weapon Focus[Grenade-Like Weapon]

-Pyromaniac Feat (increases damage when setting things on fire, including with alchemists fire). This was in "Song and Silence" for 3.0 edition, don't know about its status in 3.5 edition.

-Maybe give a chance to ID magical substances (especially potions, salves, etc) in addition to mundane substances at higher levels (if you haven't already done this)?

-Regarding my objection that using the remains of [Good] creature to aid in making Holy water is hypocritical: perhaps some rules for taking tissue 'donations' from willing (or helpless) creatures... for instance, a Huge Dragon can probably part with a gallon of blood without weakening it TOO much. Just have to make the Diplomacy roll and pay the dragon enough.

- Taking the above a step further: if a creature REALLY trusts you then access (even hired access) to the Regeneration spell lets you do some really nifty stuff. Basically you can set up a nice sharp gillotine, drug the donner(sp) unconcious or at least a halfway effective local anethetic (both of which should be within the capabilities off the class to make) and chop of limbs. There are rules in the Draconomicon for all sort of things to make from dragon bits.

Gwenfloor
2007-05-11, 05:31 PM
I recorrected the Skill Focus Alchemy.
Also, the Alchemist class has more than buffs; improved versions of Holy/Unholy Water, Acid, Alchemist's Fire, and several grenade-like weapons that deal differing kinds of damage. As far as I know, there are grenade-like alchemical items for all energy types but sonic, Water for the four major alignments (Holy/Unholy, Anarchic/Axiomatic), plus several non-core grenade-like weapons such as the Defoliator which works against plants.
You can make damaging items as well as buffs.

For the Holy Water from a Good Outsider, I would assume that if Good can exist in concentrated physical form, and that chemistry is an underlying principle of how things in reality works, I would assume in the world of D&D that it is possible for non-religious types to harness the power of Good in physical form, as well as Evil, Law, and Chaos.

DracoDei
2007-05-11, 07:10 PM
When I compared it to a buff specialist I meant is as much as they could hand there products to the party fighter and have them be just as effective. Not actually buffing, but the same sort of "I don't need to do stuff directly myself, I can just make others more effective." thing.

Dryad
2007-05-11, 08:22 PM
I like the idea. It's very versatile and skill based, which I completely adore. However...
Let's assume that most of these characters spend most of their lives in laboratories, only coming out of those to aid people, either because they want to, or because they get paid good money to.
Crafting before an adventure takes time. That's the biggest drawback of wizards: Sure, you can copy a ton of spells, but it takes time. This character will have the same limitation. Now; it's only logical that they have, and with all the crafting skills and feats accessible in the game, it doesn't nescessarily mean anything.

Now; as they are non-combatants, and most definately scholars, I think a 3/4 base attack is too much. Also, an armour proficiency and all simple weapon proficiencies doesn't seem nescessary, to me. After all, as an alchemist, you take great pains to avoid getting killed in gruesome ways, and a fight is a gruesome way to die. Now; crossbows, staves, daggers, short swords, clubs and maces are all simple enough, I think, for an alchemist to be able to use. Perhaps another fun thing for an alchemist who dabbles in technology: The Wrench as a bludgeoning weapon.
I very much like your crafted item advancement tables, though they're quite unclear concerning craft DC's.

All in all: Great job, but know that having an alchemist as player character in the group can also be very complicated for the game master. There's a lot to keep in check, after all.

Gwenfloor
2007-05-11, 08:55 PM
So what weapon and armor proficiency would you recommend?

Dryad
2007-05-11, 09:23 PM
Well, the firearm makes sense.
Quarterstaff, crossbow (heavy, light, hand, repeater), club, mace, dagger, shortsword, some kind of light hammer, wrench.
It's a list of weapons very easy to wield for someone with little experience with such objects. Trust me; even a sickle isn't easy, especially in a fight.
But perhaps as an extra bonus: The gnomish Hooked Hammer. Why? Because it's a crafting tool first, and a weapon second.

DracoDei
2007-05-11, 09:47 PM
Blow-guns, shuriken, and other "the only point to this weapon is so you can put poison on it" weapons would make sense.

Gwenfloor
2007-05-11, 10:03 PM
I am planning to make an overpowered, underpowered, or balanced poll. I would prefer to have the poll in this thread, but if it is not possible, I may have to do a separate thread.

Dryad
2007-05-11, 10:19 PM
Couldn't you edit your origional post and add a poll?

Gwenfloor
2007-05-12, 06:37 PM
Couldn't you edit your origional post and add a poll?

That is the problem. (http://www.giantitp.com/forums/showthread.php?t=44001) I just found out that I cannot.

Reptilius
2007-05-13, 05:47 PM
So what weapon and armor proficiency would you recommend?

How about a metal arm?

Gwyn chan 'r Gwyll
2007-05-13, 06:06 PM
automail, eh?

Gwenfloor
2007-05-14, 12:03 PM
Gwenfloor’s Homebrewed Feats


Bonus Talent (General)
You gain a new talent.
Prerequisites: Talent as a class feature.
Benefit: You gain a talent. You must meet the prerequisites for this talent.
Special: You may gain this feat multiple times. Its effects do not stack. Each time that you select the feat, you select an additional talent.