Kyace
2007-05-28, 01:41 PM
To obtain, something of equal value must be lost. That is alchemy's first law of Equivalent Exchange.
Alchemists.
Alignment: Any
Hit Die: d6
Alchemist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Alchemy
2nd|
+1|
+0|
+3|
+3|
3rd|
+2|
+1|
+3|
+3|Trait
4th|
+3|
+1|
+4|
+4|
5th|
+3|
+1|
+4|
+4|Bonus Feat
6th|
+4|
+2|
+5|
+5|
7th|
+5|
+2|
+5|
+5|Trait
8th|
+6/+1|
+2|
+6|
+6|
9th|
+6/+1|
+3|
+6|
+6|Trait
10th|
+7/+2|
+3|
+7|
+7|Bonus Feat
11th|
+8/+3|
+3|
+7|
+7|Trait
12th|
+9/+4|
+4|
+8|
+8|
13th|
+9/+4|
+4|
+8|
+8|Trait
14th|
+10/+5|
+4|
+9|
+9|
15th|
+11/+6/+1|
+5|
+9|
+9|Bonus Feat
16th|
+12/+7/+2|
+5|
+10|
+10|
17th|
+12/+7/+2|
+5|
+10|
+10|Trait
18th|
+13/+8/+3|
+6|
+11|
+11|
19th|
+14/+9/+4|
+6|
+11|
+11|Trait
20th|
+15/+10/+5|
+6|
+12|
+12|Bonus Feat[/table]
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points: 4+Int, x 4 at first level.
Class Features:
Weapon and Armor Proficiency:
Alchemists are proficient with all simple weapons and one martial weapon they select at first level. Alchemists are proficient with light armor and shields (Not including tower shields). Alchemists must draw transmutation circles to perform their alchemy and armor heavier than light restrict movement and may ruin circles drawn. Alchemists in heavier armor may activate transmutation circles in heavier armor with no penalty. Roll the arcane spell failure as normal when an alchemist draws a transmutation circle in medium or heavier armor, if the result is a failure, then the circle will do nothing.
Alchemy:
Alchemists perform transmutations to cause changes in matter. At its most basic, alchemy requires a transmutation circle drawn (usually in chalk, however ink, blood, carved, tattooed and even embroidered circles may be used), which is a move action, then requires a standard action to perform the alchemy while touching the circle with a hand. The transmutation circle remains afterwards and may be used again to perform the same alchemy to recreate the same effect.
Transmutations are based, out of character, on the lowest level of alchemist that could perform it. Henceforth, where there text says Alchemist Level X, this means a transmutation that requires an alchemist of at least level X to perform. An alchemist has a measure of energy it takes to perform alchemy, called Alchemy Energy, which for a fully rested alchemist is equal to their Constitution ability score. It takes an alchemist 4 points of Alchemy Energy to perform their most advanced transmutation (The transmutation’s Alchemist Level is equal to their own). It costs 2 points to perform a transmutation of Alchemist Level the level below their own. It costs 1 point to perform transmutations of ALs 2 below their own level or less. Any transmutation with AL of half their AL or less requires no Alchemy Energy points. Alchemy Energy regenerates at a rate of 1 per hour. For example, a level 7 Alchemist could perform an AL 7 transmutation for 4 AE, or an AL 6 transmutation for 2 AE, or an AL 4 or 5 transmutation for 1 AE, or a transmutation of AL 3 or less at no cost.
Example Transmutations:
Direct Damage: The most basic direct damage transmutation deals xd6 damage, where x is the AL. This damage is typed, either pseudoelemental, such as acid, cold, electricity, fire, sonic, or mundane, such as bludgeoning, piercing, or slashing. This damage is dealt as a ranged touch attack using Alchemist Level of the transmutation instead of BAB and Intelligence instead of Dexterity. The attack is medium range, 100 feet + 10 per AL of the transmutation. The type of energy, and the Alchemist Level of the transmutation is set when the transmutation circle is drawn.
Area Damage: At the time the transmutation circle is drawn, the direct damage may be applied to a spherical area instead. One or more of the d6 of damage may be spent to enlarge the radius of the area by 5 feet. (Thus an AL x transmutation will deal xd6 damage to a 5 ft radius or (x-1)d6 damage to a 10 feet radius, (x-2)d6 to a 15 feet radius and so on). Reflex save halves the damage, with the save being 10 + 1/2 the AL of the transmutation + the alchemist’s int.
Prolonged Area Damage: At the time the transmutation circle is drawn, some or all of damage dealt by an area damage transmutation may be converted to continuous damage. For each 4d6 of instant damage the area attack would have dealt, 1d6 per round for a number of rounds equal to the AL of the transmutation. Prolonged damage is dealt, upon entering the area, as soon as the transmutation is performed and on the start of your turn. Reflex save halves the damage, with the save being 10 + 1/2 the AL of the transmutation + the alchemist’s int.
Example: A level 10 alchemist could draw a AL 10 transmutation circle which deals 10d6 damage to one target, or a 9d6 damage to a 10 foot radius sphere, or a 10 foot radius sphere that deals 3d6 damage (1d6 normal area damage + 2d6 prolonged damage) this round and 2d6 damage every round for 10 rounds.
Wall: This transmutation gathers nonmagical matter from the floor to build a wall. The wall is made of the same matter as the floor. The wall is x feet high and x times 5 feet wide, with x HP and normal hardness for that material, where x is the AL of the transmutation. The wall may be climbed or jumped as normal. A wall created by a transmutation cannot be further raised or built upon by alchemy, however the matter may be lowered back into the floor by a transmutation of the same AL or higher. The range of this transmutation is short (25 feet + 5 per 2 AL) and if creatures are in the squares you target, they may make a reflex save to move to the side they wish, choosing randomly if they fail.
Create Weapon: Using alchemy, you can turn local nonmagical material into a quick but short-lived weapon. The weapon may be any weapon you are proficient with. The weapon lasts for x rounds and acts as a magical weapon with bonus +(x/4) where x is the AL of the transmutation. The weapon has HP equal to the AL and hardness as normal for the base material. You cannot create a weapon out of material with is already under the effect of a transmutation. The range of this transmutation is short (25 feet + 5 per 2 AL) and the weapon ends up in the same square the material came from.
Create Object: Using alchemy, you may create an object out of local nonmagical material. You may turn x pounds of matter into an object of any time you could craft normally, where x is the AL of the transmutation. You must then succeed a craft check against the normal DC of the object. If you succeed on the craft, you end up with a crude-looking but functional object. You may deconstruct an object made this way back into the material it came with another transmutation of equal or greater AL. Most people will not buy objects made this way. The range of this transmutation is short (25 feet + 5 per 2 AL) and the object ends up in the same square the material came from.
Create Chimera: Fusing two creatures together, alchemists can create chimeras. You may combine two nonmagical living creatures, each can have no more Hit Dice than half of the AL of the transmutation. To succeed, you must succeed a melee touch attack against both targets and both targets much fail a special fort saving throw in which they may add their intelligence ability scores (not modifiers) to their throw. The save DC is 10 + (AL /2) + your Int mod. If they fail this fort save, the two creatures merge permanently to become a chimera. The resulting chimera has HD equal to the greater HD of either target creature, the greater ability score for each ability score from the target's ability scores, the greater speed for each mode of movement either target. All other features, including class and racial features, skill ranks, BAB and saves are pooling, with the creature using the better of overlapping features. The resulting chimera has the memories of both target creatures, including spells/powers known. The process of becoming a chimera has an unhinging effect on intelligent creatures: newly created chimeras with intelligent scores greater than 2 must make a Will Save or become insane (as the spell Insanity). The alchemist has no special control over the chimera, however if the more intelligent of the target creatures were trained with the "handle animal" skill, the resulting chimera is considered trained. If a target succeeds their fort save, they automatically succeed on all saves against "create chimera" by the same alchemist for the next 24 hours.
Alchemy does not appear to be able to turn a chimera back into the base creatures, however limited wish, miracle, or wish can restore the creatures back to their normal forms. Targeting a dead chimera, it is possible to raise either base creature (leaving the other as a corpse in the remaining body mass) or even to raise the resulting chimera with the raise dead spell.
A chimera created by alchemy is a different creature than the chimera found in the Monster Manual, they only share the name.
Traits:
Cleaving Touch:
Requires Touch of Alchemy
If your Touch of Alchemy attack deals enough damage to bring a target to 0 or less HP, you may make a second touch of alchemy attack against a second target for free as a swift action.
Crafting Prodigy:
Any craft skill [such as craft(basketweaving)] you have at least 1 rank but less than 5 ranks in, treat as if you have 5 ranks in. Selecting this trait once applies it to all skills which qualify.
Damage Widen:
Select one form of damage from acid, cold, electricity, fire, sonic, bludgeoning, piercing, or slashing. When you draw transmutations circles to deal damage of that type, you now have AL/2 virtual d6 of damage in addition to the normal d6 you would get for the AL of the transmutation. These virtual d6 may not be used to deal damage, however they can be spent to increase the size of area damage attacks. You may select this trait multiple times, each time you do so you may apply it to another form of damage.
Hands Free Transmutation:
You no longer need to touch transmutation circles with your hands to activate circles; however you must still have the transmutation somewhere on your person to activate it. The transmutation circle takes up a magic item slot, usually on your hands or neck. This is usually done by wearing jewelry or clothes with the circle in the design; however chalk on skin may be used in a pinch. The circle must still be drawn (or crafted or embroidered) and with all decisions needed made at drawing (such as AL and damage type) made when the circle is put to clothe, metal, skin or whatever. You may have two different transmutations on two different magic item slots and select when performing which one to activate.
Healing Touch:
Once a day per living target, you may perform alchemy to help speed healing. The transformation turns AL lethal damage into nonlethal damage, which the body can then heal as normal.
Overlap Circles:
You may now draw two or more transmutation circles overlapping. The greater resulting transmutation circle has an AL equal to the sum of the ALs of the partial circles. When you perform the greater transmutation, you are treated as perform all partial circles at the same time. Each partial transmutation has the same AL as the partial circle it came from, but the total AL of the whole transmutation is used to decide the AE cost. For example: you could overlap an AL 3 sonic direct damage circle with an Al 5 electricity direct damage circle to create an AL 8 circle. This circle can be used to deal 3d6 sonic damage to one target and 5d6 electric damage to a second target, which may or may not be the same target as the first. You may no longer activate each partial circle, only the greater circle as a whole. This trait may be used on all transmutation circles, not just damage dealing ones.
Touch of Alchemy:
Select a type of damage from acid, cold, electricity, fire, sonic, bludgeoning, piercing, or slashing. When drawing a transmutation circle that deals damage of this type, you may elect to perform it as a melee touch attack instead of a ranged touch attack. If you do so, treat all d6 of damage as rolling 5. You may not select this trait a second time.
Weapon Proficiency:
Select one martial or exotic weapon. You are now proficient with that weapon. You may select this trait multiple times, each time you do so you may apply it to another weapon.
Edit 1: Added Table, Chimera and traits
Edit 2: Added handle animal as class skill and cleared up chimera section.
Edit 3: Changed Create Chimera to follow Fusion's example.
Alchemists.
Alignment: Any
Hit Die: d6
Alchemist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Alchemy
2nd|
+1|
+0|
+3|
+3|
3rd|
+2|
+1|
+3|
+3|Trait
4th|
+3|
+1|
+4|
+4|
5th|
+3|
+1|
+4|
+4|Bonus Feat
6th|
+4|
+2|
+5|
+5|
7th|
+5|
+2|
+5|
+5|Trait
8th|
+6/+1|
+2|
+6|
+6|
9th|
+6/+1|
+3|
+6|
+6|Trait
10th|
+7/+2|
+3|
+7|
+7|Bonus Feat
11th|
+8/+3|
+3|
+7|
+7|Trait
12th|
+9/+4|
+4|
+8|
+8|
13th|
+9/+4|
+4|
+8|
+8|Trait
14th|
+10/+5|
+4|
+9|
+9|
15th|
+11/+6/+1|
+5|
+9|
+9|Bonus Feat
16th|
+12/+7/+2|
+5|
+10|
+10|
17th|
+12/+7/+2|
+5|
+10|
+10|Trait
18th|
+13/+8/+3|
+6|
+11|
+11|
19th|
+14/+9/+4|
+6|
+11|
+11|Trait
20th|
+15/+10/+5|
+6|
+12|
+12|Bonus Feat[/table]
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points: 4+Int, x 4 at first level.
Class Features:
Weapon and Armor Proficiency:
Alchemists are proficient with all simple weapons and one martial weapon they select at first level. Alchemists are proficient with light armor and shields (Not including tower shields). Alchemists must draw transmutation circles to perform their alchemy and armor heavier than light restrict movement and may ruin circles drawn. Alchemists in heavier armor may activate transmutation circles in heavier armor with no penalty. Roll the arcane spell failure as normal when an alchemist draws a transmutation circle in medium or heavier armor, if the result is a failure, then the circle will do nothing.
Alchemy:
Alchemists perform transmutations to cause changes in matter. At its most basic, alchemy requires a transmutation circle drawn (usually in chalk, however ink, blood, carved, tattooed and even embroidered circles may be used), which is a move action, then requires a standard action to perform the alchemy while touching the circle with a hand. The transmutation circle remains afterwards and may be used again to perform the same alchemy to recreate the same effect.
Transmutations are based, out of character, on the lowest level of alchemist that could perform it. Henceforth, where there text says Alchemist Level X, this means a transmutation that requires an alchemist of at least level X to perform. An alchemist has a measure of energy it takes to perform alchemy, called Alchemy Energy, which for a fully rested alchemist is equal to their Constitution ability score. It takes an alchemist 4 points of Alchemy Energy to perform their most advanced transmutation (The transmutation’s Alchemist Level is equal to their own). It costs 2 points to perform a transmutation of Alchemist Level the level below their own. It costs 1 point to perform transmutations of ALs 2 below their own level or less. Any transmutation with AL of half their AL or less requires no Alchemy Energy points. Alchemy Energy regenerates at a rate of 1 per hour. For example, a level 7 Alchemist could perform an AL 7 transmutation for 4 AE, or an AL 6 transmutation for 2 AE, or an AL 4 or 5 transmutation for 1 AE, or a transmutation of AL 3 or less at no cost.
Example Transmutations:
Direct Damage: The most basic direct damage transmutation deals xd6 damage, where x is the AL. This damage is typed, either pseudoelemental, such as acid, cold, electricity, fire, sonic, or mundane, such as bludgeoning, piercing, or slashing. This damage is dealt as a ranged touch attack using Alchemist Level of the transmutation instead of BAB and Intelligence instead of Dexterity. The attack is medium range, 100 feet + 10 per AL of the transmutation. The type of energy, and the Alchemist Level of the transmutation is set when the transmutation circle is drawn.
Area Damage: At the time the transmutation circle is drawn, the direct damage may be applied to a spherical area instead. One or more of the d6 of damage may be spent to enlarge the radius of the area by 5 feet. (Thus an AL x transmutation will deal xd6 damage to a 5 ft radius or (x-1)d6 damage to a 10 feet radius, (x-2)d6 to a 15 feet radius and so on). Reflex save halves the damage, with the save being 10 + 1/2 the AL of the transmutation + the alchemist’s int.
Prolonged Area Damage: At the time the transmutation circle is drawn, some or all of damage dealt by an area damage transmutation may be converted to continuous damage. For each 4d6 of instant damage the area attack would have dealt, 1d6 per round for a number of rounds equal to the AL of the transmutation. Prolonged damage is dealt, upon entering the area, as soon as the transmutation is performed and on the start of your turn. Reflex save halves the damage, with the save being 10 + 1/2 the AL of the transmutation + the alchemist’s int.
Example: A level 10 alchemist could draw a AL 10 transmutation circle which deals 10d6 damage to one target, or a 9d6 damage to a 10 foot radius sphere, or a 10 foot radius sphere that deals 3d6 damage (1d6 normal area damage + 2d6 prolonged damage) this round and 2d6 damage every round for 10 rounds.
Wall: This transmutation gathers nonmagical matter from the floor to build a wall. The wall is made of the same matter as the floor. The wall is x feet high and x times 5 feet wide, with x HP and normal hardness for that material, where x is the AL of the transmutation. The wall may be climbed or jumped as normal. A wall created by a transmutation cannot be further raised or built upon by alchemy, however the matter may be lowered back into the floor by a transmutation of the same AL or higher. The range of this transmutation is short (25 feet + 5 per 2 AL) and if creatures are in the squares you target, they may make a reflex save to move to the side they wish, choosing randomly if they fail.
Create Weapon: Using alchemy, you can turn local nonmagical material into a quick but short-lived weapon. The weapon may be any weapon you are proficient with. The weapon lasts for x rounds and acts as a magical weapon with bonus +(x/4) where x is the AL of the transmutation. The weapon has HP equal to the AL and hardness as normal for the base material. You cannot create a weapon out of material with is already under the effect of a transmutation. The range of this transmutation is short (25 feet + 5 per 2 AL) and the weapon ends up in the same square the material came from.
Create Object: Using alchemy, you may create an object out of local nonmagical material. You may turn x pounds of matter into an object of any time you could craft normally, where x is the AL of the transmutation. You must then succeed a craft check against the normal DC of the object. If you succeed on the craft, you end up with a crude-looking but functional object. You may deconstruct an object made this way back into the material it came with another transmutation of equal or greater AL. Most people will not buy objects made this way. The range of this transmutation is short (25 feet + 5 per 2 AL) and the object ends up in the same square the material came from.
Create Chimera: Fusing two creatures together, alchemists can create chimeras. You may combine two nonmagical living creatures, each can have no more Hit Dice than half of the AL of the transmutation. To succeed, you must succeed a melee touch attack against both targets and both targets much fail a special fort saving throw in which they may add their intelligence ability scores (not modifiers) to their throw. The save DC is 10 + (AL /2) + your Int mod. If they fail this fort save, the two creatures merge permanently to become a chimera. The resulting chimera has HD equal to the greater HD of either target creature, the greater ability score for each ability score from the target's ability scores, the greater speed for each mode of movement either target. All other features, including class and racial features, skill ranks, BAB and saves are pooling, with the creature using the better of overlapping features. The resulting chimera has the memories of both target creatures, including spells/powers known. The process of becoming a chimera has an unhinging effect on intelligent creatures: newly created chimeras with intelligent scores greater than 2 must make a Will Save or become insane (as the spell Insanity). The alchemist has no special control over the chimera, however if the more intelligent of the target creatures were trained with the "handle animal" skill, the resulting chimera is considered trained. If a target succeeds their fort save, they automatically succeed on all saves against "create chimera" by the same alchemist for the next 24 hours.
Alchemy does not appear to be able to turn a chimera back into the base creatures, however limited wish, miracle, or wish can restore the creatures back to their normal forms. Targeting a dead chimera, it is possible to raise either base creature (leaving the other as a corpse in the remaining body mass) or even to raise the resulting chimera with the raise dead spell.
A chimera created by alchemy is a different creature than the chimera found in the Monster Manual, they only share the name.
Traits:
Cleaving Touch:
Requires Touch of Alchemy
If your Touch of Alchemy attack deals enough damage to bring a target to 0 or less HP, you may make a second touch of alchemy attack against a second target for free as a swift action.
Crafting Prodigy:
Any craft skill [such as craft(basketweaving)] you have at least 1 rank but less than 5 ranks in, treat as if you have 5 ranks in. Selecting this trait once applies it to all skills which qualify.
Damage Widen:
Select one form of damage from acid, cold, electricity, fire, sonic, bludgeoning, piercing, or slashing. When you draw transmutations circles to deal damage of that type, you now have AL/2 virtual d6 of damage in addition to the normal d6 you would get for the AL of the transmutation. These virtual d6 may not be used to deal damage, however they can be spent to increase the size of area damage attacks. You may select this trait multiple times, each time you do so you may apply it to another form of damage.
Hands Free Transmutation:
You no longer need to touch transmutation circles with your hands to activate circles; however you must still have the transmutation somewhere on your person to activate it. The transmutation circle takes up a magic item slot, usually on your hands or neck. This is usually done by wearing jewelry or clothes with the circle in the design; however chalk on skin may be used in a pinch. The circle must still be drawn (or crafted or embroidered) and with all decisions needed made at drawing (such as AL and damage type) made when the circle is put to clothe, metal, skin or whatever. You may have two different transmutations on two different magic item slots and select when performing which one to activate.
Healing Touch:
Once a day per living target, you may perform alchemy to help speed healing. The transformation turns AL lethal damage into nonlethal damage, which the body can then heal as normal.
Overlap Circles:
You may now draw two or more transmutation circles overlapping. The greater resulting transmutation circle has an AL equal to the sum of the ALs of the partial circles. When you perform the greater transmutation, you are treated as perform all partial circles at the same time. Each partial transmutation has the same AL as the partial circle it came from, but the total AL of the whole transmutation is used to decide the AE cost. For example: you could overlap an AL 3 sonic direct damage circle with an Al 5 electricity direct damage circle to create an AL 8 circle. This circle can be used to deal 3d6 sonic damage to one target and 5d6 electric damage to a second target, which may or may not be the same target as the first. You may no longer activate each partial circle, only the greater circle as a whole. This trait may be used on all transmutation circles, not just damage dealing ones.
Touch of Alchemy:
Select a type of damage from acid, cold, electricity, fire, sonic, bludgeoning, piercing, or slashing. When drawing a transmutation circle that deals damage of this type, you may elect to perform it as a melee touch attack instead of a ranged touch attack. If you do so, treat all d6 of damage as rolling 5. You may not select this trait a second time.
Weapon Proficiency:
Select one martial or exotic weapon. You are now proficient with that weapon. You may select this trait multiple times, each time you do so you may apply it to another weapon.
Edit 1: Added Table, Chimera and traits
Edit 2: Added handle animal as class skill and cleared up chimera section.
Edit 3: Changed Create Chimera to follow Fusion's example.