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View Full Version : Alchemist Conversion (3.P -> 5)



r2d2go
2015-08-16, 08:36 PM
Making this for a friend in an RL 5e game. I'll update as we level.

Anything available at any time or at 4th level is available at 3rd.

Anything that has a caster-level variant effect instead has effects as if caster level was equal to the minimum Alchemist level needed to prepare that extract. These may be prepared at higher levels for +3 effective caster level per level increase.

Hit Dice: d8
Hit Points at 1st level: 8+Con Mod
Hit Points thereafter: 1d8 (or 5)+Con Mod

Proficiencies:
Armor: Light armor.
Weapons: All simple weapons, bombs.
Tools: Alchemy
Saving Throws: Constitution, Dexterity
Skills: Choose two from Sleight of Hand, Arcana, Insight, Medicine, Perception, and Survival.

Equipment:

Any simple weapon
Leather armor and a dagger
(a) a scholar's pack or (b) an explorer's pack
Alchemist's Supplies


Alchemist




Extracts per Day


Level
Features
1st
2nd
3rd
4th
5th
6th



1st
Extracts, Bomb 1d6, Mutagens
1
-
-
-
-
-


2nd
Throw Anything, Poison Use, Poison Resistance
2
-
-
-
-
-


3rd
Alchemical Specialty, Bomb 2d6
3
2
-
-
-
-


4th
Ability Score Improvement
4
2
-
-
-
-


5th
Swift Alchemy, Bomb 3d6
4
3
-
-
-
-



Info on abilities to come.

Extracts:

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

As an alchemist, you know how to make a number of extracts, having widely varied alchemical effects. Extracts act much like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on the table above. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use.

An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Intelligence is your key ability for formulae, since you learn them through dedicated study and mermorization. Your Formulae save DCs are 8 + Int Mod + Proficiency, and any attacks made with Formulae are made at Int Mod + Proficiency.

Bomb:
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires an action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and are resolved much like Alchemist's Fire, dealing 1d6 damage, damage increasing at odd numbered levels by 1d6. Additionally, those within 5 feet of the target take damage equal to the minimum from a direct hit - for example, if a direct hit would deal 2d6 damage, those within 5 feet take 2 damage. A Reflex Save DC 8+Int+Proficiency halves this damage.

Mutagens:

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +1 bonus to his Armor Class and a +2 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it.

Throw Anything: Alchemists do not take penalties for throwing improvised weapons, and do not suffer any penalties for using an improvised ranged weapon. They also receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Poison Use: Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Poison Resistance: Alchemists are used to breathing noxious fumes and the like from their experiments, and thus at 2nd level gain Advantage to saves vs poison.

Alchemical Specialty:

At 3rd level, Alchemists may specialize into making a certain archetype of alchemical concoction. By doing so, they learn certain abilities that allow them to further enhance that type of alchemy. Over time, Alchemists will make Discoveries that allow them to enhance these abilities in certain ways, further focusing or gaining flexibility.

Extracts: An Alchemist specializing in the creation of Extracts immediately increases their save DCs for Extracts by 2, as well as gaining an additional Extract per day for each Extract level. In addition, they learn a single Discovery that enhances Extracts.

Bombs: An Alchemist specializing in the creation of Bombs immediately increases their save DCs for splash damage by 2, and deals an additional Int Mod damage with bombs. In addition, they learn a single Discovery that enhances Bombs.

Mutagens: An Alchemist specializing in the creation of Mutagens immediately doubles the bonus from Mutagens, increasing to +4 to a single ability and +2 to AC. In addition, they learn a single Discovery that enhances Mutagens.

Swift Alchemy:

At 5th level, an Alchemist can create alchemical items in half the time they normally require. In addition, the Alchemist may apply poisons as a move.

BRKNdevil
2015-08-17, 05:13 PM
Shameless Plug

http://www.giantitp.com/forums/showthread.php?394620-Alchemist-WIP-based-off-of-Pathfinder-MoE3-5-HELP-ME!