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    Default The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

    Alchemist


    Cedric Athad, Human Alchemist, moments before creating a philosopher's stone.
    Image is “The Alchemist” by Yuumei of deviantArt.

    Class Skills
    The Alchemist's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken separately) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
    Special: An Alchemist can train and use the Craft (Alchemy) skill even if he does not have levels in an arcane spellcasting class.
    Skills Points at Each Level: 4 + int

    Alignment: Any.
    Abilities: Intelligence is of primary use to Alchemists, as this determines both their skill points and the effectiveness of their transmutations. Strength, Dexterity, and Constitution are all important to an Alchemist who wishes to engage in physical combat, while Charisma can help increase an Alchemist's ability to create and use magical items.
    Hit Dice: d8

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Transmutations

    1st| +0 | +2 | +0 | +2 |Alchemical Companion, Brew Potion, Item Creation, Philosopher's Stone|Minor

    2nd| +1 | +3| +0 | +3 |Augmented Strike +1|Minor

    3rd| +1 | +3 | +1 | +3 |Enhanced Alchemy|Minor

    4th| +2 | +4 | +1 | +4 |Arcane Secrets (1st)|Minor

    5th| +2 | +4 | +1| +4 |Bonus Feat|Minor

    6th| +3 | +5 | +2 | +5 |Intuit Item|Major

    7th| +3 | +5 | +2 | +5 |Elixir of Life|Major

    8th| +4 | +6 | +2 | +6 |Eternal Alchemy|Major

    9th| +4 | +6 | +3 | +6 |Arcane Secrets (2nd)|Major

    10th| +5 | +7 | +3 | +7 |Bonus Feat|Major

    11th| +5 | +7 | +3 | +7 |Favored Element|Greater

    12th| +6/+1 | +8 | +4 | +8 |Augmented Strike +2|Greater

    13th| +6/+1 | +8 | +4 | +8 | -- |Greater

    14th| +7/+2 | +9 | +4 | +9 |Arcane Secrets (3rd)|Greater

    15th| +7/+2 | +9 | +5 | +9 |Bonus Feat|Greater

    16th| +8/+3 | +10 | +5 | +10 |Eternal Alchemy|Grand

    17th| +8/+3 | +10 | +5 | +10 |Transmogrification|Grand

    18th| +9/+4 | +11 | +6 | +11 |Favored Element|Grand

    19th| +9/+4 | +11 | +6 | +11 |Arcane Secrets (4th)|Grand

    20th| +10/+5 | +12 | +6 | +12 |Alchemical Ascension, Bonus Feat|Grand[/table]

    Class Features: The following are all class features of the Alchemist.

    Weapon and Armor Proficiencies: Alchemists are proficient with simple weapons and with light armor, but not with shields.

    Because the somatic components required for Alchemist transmutations are relatively simple, an Alchemist can use any of his transmutations while wearing light armor without incurring the normal arcane spell failure. However, like arcane spellcasters, an Alchemist wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all transmutations have a somatic component, even those that alter or augment your companion's attacks). A multiclass Alchemist still incurs the normal arcane spell failure for arcane spells received from levels in other classes.

    Alchemist's Path: While all Alchemists have the ability to craft the same alchemical items, the study that led them to their calling can be vastly different. At first level, an Alchemist chooses whether to pursue the path of the Elemental Weaver or the path of the Constructor. Elemental Weavers learn transmutations that focus on damaging and disabling foes with raw elemental forces, while Constructors learn transmutations that reshape the battlefield or their own bodies into deadly weapons while augmenting their companion's offensive and defensive abilities.

    Once made, this choice is permanent.

    Transmutations (Sp): An Alchemist does not prepare or cast spells as wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as transmutations that require him to focus the alchemic energy within his philosopher's stone. An Alchemist begins play with one transmutation from his chosen path. At each level thereafter, he learns an additional transmutation of any rank that he has access to, as shown on the table above. An Alchemist can use any transmutations he knows at will, with the following qualifications:

    An Alchemist's transmutations are spell-like abilities with an activation time of a full-round action; using a transmutation therefore provokes attacks of opportunity and can be disrupted, just as a spell can be ruined during casting. An Alchemist is entitled to a Concentration check to successfully use a transmutation if he is hit by an attack while casting, just as a spellcaster would be. An Alchemist can choose to use a transmutation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Alchemist's transmutations are subject to spell resistance unless a transmutation's description states otherwise. An Alchemist's caster level with transmutations is equal to his class level. For the purpose of spell level and school equivalencies, the level of a transmutation is equal to 1, plus one for every two class levels beyond first, to a maximum of 9 at level 17, and all transmutations are considered spells from the Transmutation school.

    The save DC for a transmutation (if it allows a save) is 10 + equivalent spell level + the Alchemist's Intelligence modifier. Since spell-like abilities are not actually spells, an Alchemist cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as feats that alter the way spell-like abilities function, such as the Empower Spell-like Ability feat.

    Some transmutations have the [Tandem] descriptor. Using these transmutations requires that both you and your companion (see Alchemical Companion, below) take the action outlined in the transmutation entry. Using [Tandem] transmutations consumes a full-round action for both yourself and your companion.

    Some transmutations have the [Augment] descriptor. Using these transmutations alters your body in some way, granting you new abilities. However, an Alchemist's body can only be changed so far - you may only have a single augment of a given level (Minor, Major, Greater, Grand) active at any time; using a new augment of the same level as one already active instantly ends the first. Unless otherwise specified, [Augment] transmutations persist until dismissed as a standard action.

    Philosopher's Stone: While most anyone can dabble in the alchemical arts, what truly defines an Alchemist is the discovery of the fabled philosopher's stone, an alchemical creation that only the brightest can hope to accomplish. While the size and shape of a philosopher's stone varies from Alchemist to Alchemist, most are roughly thumb-sized gemstones that shift between the entire spectrum of colors depending on the angle of viewing.

    The creation of a philosopher's stone requires at least a week of effort and several vials of the Alchemist's own blood, among other ingredients. Once forged, a philosopher's stone is of use only to the Alchemist that created it; to anyone else, it is only a curious trinket.

    While in possession of a philosopher's stone, the Alchemist gains a +2 circumstance bonus to Craft (alchemy), and can create alchemical substances in one-quarter the normal time with only rudimentary alchemical equipment. In effect, a philosopher's stone functions as a masterwork alchemy lab, though much easier to transport and conceal. However, the true power of a philosopher's stone lies in its seemingly miraculous ability to extend the life of its owner; while at or below 0 hitpoints, the Alchemist gains Fast Healing 1 so long as the philosopher's stone is in his possession.

    Additionally, the philosopher's stone is a focus for all of the Alchemist's transmutations; without it, the casting time of his transmutations is increased to 1 round and his effective class level is reduced by 2 when determining their effects (minimum of 1).

    Alchemical Companion: Alchemists begin play with a companion, determined by their choice of path. Elemental Weavers receive an elemental familiar, while Constructors begin play with either a clay or steel Lesser Golem. Like familiars or animal companions, alchemical companions always act on the Alchemist's turn, rather than their own place in the initiative order.

    Elemental familiar:
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    An elemental familiar is equivalent to a familiar obtained by a wizard or sorcerer in all respects, except as follows: the familiar's type is Elemental rather than Magical Beast; it never gains the ability to speak with other animals, instead learning its master's known languages and the ability to speak with others at 7th level; summoning an elemental familiar has no gold cost; and the death of an elemental familiar does not inflict an experience point loss on the Alchemist, nor must he wait a year and a day to resummon his familiar.


    Lesser golem:
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    An Alchemist following the path of the Constructor may choose between a clay or steel companion. If damaged or destroyed, a construct companion can be reforged anew with 24 hours of direct contact with the Alchemist's philosopher's stone. These construct companions generally assume the shape of a humanoid, but animal or other forms are possible. Regardless, construct companions have the following statistics:

    • Construct type
    • Hit Dice equal to Alchemist level
    • Medium size
    • One natural slam attack
    • Damage Reduction 2/bludgeoning
    • Lesser Immunity to Magic (Ex): Construct companions are immune to spells with a spell level equal to or less than half their hit dice -1 (a construct with 2 hit dice is therefore immune to cantrips, while a construct with 10 hit dice is immune to 4th level spells and below). Construct companions are always affected normally by the Alchemist's transmutations.
    • Starting ability scores: Strength 17, Dex 9, Con -, Int -, Wis 11, Cha 1


    Additionally, at 2nd level and every two levels thereafter, the Alchemist may choose one of the following upgrades for their construct companion:

    • Bonus feat. The golem gains a feat which it meets the prerequisites for.
    • Ability score enhancement. The golem gains a +2 bonus to Strength or Dexterity (maximum of a +6 bonus to each score)
    • Natural Armor increase. The golem gains a +2 bonus to its natural armor.
    • Extra Slam. The golem gains a second natural slam attack.
    • Fine motor control. The golem gains the ability to wield manufactured weapons and in general use its limbs in a manner appropriate to the creature it resembles. A golem with this ability gains proficiency with simple weapons.
    • Improved Grab. The golem gains the Improved grab special attack. If the golem hits with a slam attack, it may immediately attempt to grapple the struck foe without first succeeding on a touch attack and without provoking an attack of opportunity.
    • Large Size. Requires 6th level.
    • Huge Size. Requires 10th level and Large size increase.


    Clay golem: In addition to the normal construct companion traits, clay golems gain an additional point of damage reduction plus an additional point per four hit dice, and an additional hitpoint per hit die, but their base movement speed is 20 feet, rather than 30.

    Steel golem: In addition to the normal construct companion traits, steel golems return one point of magical piercing damage whenever struck by an unarmed strike or non-reach weapon. For every four hit dice the golem gains, it returns an additional point of piercing damage.

    Sample Clay Golem, 1st level Alchemist
    Size/Type: Medium Construct
    Hit Dice: 1d10+21 (26 hp)
    Initiative: -1
    Speed: 20 ft.
    Armor Class: 15 (-1 Dex, +6 natural), touch 8, flatfooted 15
    Base Attack/Grapple: +0/+3
    Attack: Slam +3 melee (1d8+4)
    Full Attack: Slam +3 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Clay traits, construct traits, damage reduction 3/bludgeoning, darkvision 60 ft., lesser immunity to magic
    Saves: Fort +0, Ref -1, Will +0
    Abilities: Strength 17, Dex 9, Con -, Int -, Wis 11, Cha 1
    Skills: -
    Feats: -


    Item Creation (Ex): An Alchemist can create a magic item even if he does not have access to the spells that are prerequisites for the item. The Alchemist must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an Alchemist would need a Use Magic Device check of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

    The Alchemist must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of a crafting time and he has still not successfully emulated one of the powers, he can make one final check – his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

    For the purpose of meeting item prerequisites, an Alchemist's effective caster level equals his class level. If the item duplicates a spell effect, it uses the Alchemist's level as its caster level. Costs are always determined using the item's minimum caster level.

    An Alchemist can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill.

    Brew Potion: An Alchemist gains Brew Potion as a bonus feat at 1st level.

    Augmented Strike (Ex): Starting at 2nd level, while under the effects of an [Augment] transmutation, the Alchemist gains a +1 bonus on all weapon attack and damage rolls for each Augment current affecting him.

    At 12th level, this bonus increases to +2 for each Augment.

    Enhanced Alchemy (Ex): Beginning at 3rd level, when crafting alchemical items, the Alchemist can imbue them with increased potency. By doubling the base price of an item, the Alchemist can increase the damage dealt by one die, and the save DC (if any) by one. For every two levels beyond 3rd, the Alchemist can increase the damage and save DC again, once more adding the base price to the total cost of the item.

    Items that do not deal damage or have a save DC are unaffected by this ability.

    Arcane Secrets (Sp): Beginning at 4th level, the Alchemist gains the ability to replicate a small number of arcane spells. At 4th level, the Alchemist chooses a single wizard spell of 1st level; he may use that spell once per day as a spell-like ability. At 9th level, the Alchemist chooses a single 2nd level spell and another 1st level spell to gain as spell-like abilities. At 14th level, the Alchemist chooses a single 3rd, 2nd, and 1st level spell to gain as spell-like abilities, and at 19th level, the Alchemist chooses a 4th, 3rd, 2nd, and 1st level spell to gain as spell-like abilities.

    The save DC, if any, of these spell-like abilities is equal to 10 + spell level + the Alchemist's Intelligence modifier, and their caster level is equal to the Alchemist's class level.

    Bonus Feat: At 5th level, and again every five levels thereafter (10th, 15th, etc), the Alchemist gains a bonus feat chosen from the following list. He must meet any prerequisites for the chosen feats, as normal.

    Craft construct, craft magic arms and armor, craft rod, craft staff, craft wand, craft wondrous item, exceptional artisan, extraordinary artisan, forge ring, legendary artisan, scribe scroll, skill focus (use magic device or alchemy)

    Intuit Item (Ex): Beginning at 6th level, an Alchemist can Take 10 on Use Magic Device checks made to activate (but not craft) an item, even if rushed or threatened.

    Elixir of Life (Ex): At 7th level, the Alchemist unlocks the secret to creating aqua vitae, more commonly known as the elixir of life. Crafting a single flask of this elixir consumes diamonds and other rare alchemical agents worth 1,000 gp and takes a week of uninterrupted distilling and contact with a philosopher's stone. If the elixir is poured over the body of a creature slain within the past 24 hours, it acts as a resurrection spell cast upon the corpse.

    However, the true power of the elixir can only be unlocked by the owner of the philosopher's stone that created the elixir. If the Alchemist drinks the elixir, he receives the effects of a panacea and remove curse spell with a caster level equal to his class level at the time of creation, his physical ability scores return to those of the age category before his actual age category (minimum of Adulthood), and he cannot die of old age for the next year and a day. If anyone else drinks the elixir of life, they receive the effects of a cure critical wounds spell.

    As it is inextricably linked to the philosopher's stone that created it, the Alchemist can only have a single dose of the elixir of life at one time.

    Eternal Alchemy (Su): Beginning at 8th level, the Alchemist's body undergoes a startling, nearly magical change. The Alchemist chooses a single 1st or 2nd level Sorcerer/Wizard spell with a duration measured in minutes per level or longer and a range of Personal. He gains the effects of that spell as a persistent, supernatural effect.

    At 16th level, the Alchemist may choose another spell with the same qualifications as above, except that the spell may be of up to third level.

    Favored Element (Su): Beginning at 11th level, the Alchemist chooses a single element: acid, cold, electric, or fire. Whenever he activates a transmutation with that descriptor, he deals an additional point of damage for each die of damage the ability would deal.

    At 18th level, the Alchemist chooses a second favored element, gaining the above effects for that choice as well.

    Transmogrification (Su): Beginning at 17th level, the Alchemist may replicate the effects of a polymorph any object spell by spending ten minutes with his philosopher's stone in contact with the object or creature to be transmuted. Unlike the normal spell, this ability can never result in a permanent duration. Only one object may be transmuted at a single time, and the Alchemist cannot transmute another object for 24 hours after the duration of the first transmutation elapses.

    Alchemical Ascension (Su): At 20th level, the Alchemist unlocks one of the primal mysteries of alchemy, based on his chosen path.

    Elemental Weaver: As a swift action, the Alchemist can transform himself into pure alchemic energy, granting himself the Elemental type with the augmented subtype of whatever his previous type was for up to a minute. While in this form, the Alchemist can shift between a solid form and a gaseous mist as a standard action. While in the mist form, the Alchemist gains the Incorporeal subtype and functions as an incorporeal creature in all regards, save that he cannot pass through entirely solid objects unless they are sufficiently porous to allow mist to drift through. While in the solid form, the Alchemist gains damage reduction 10/- and Fast Healing 10.

    Constructor: The Alchemist gains the ability to awaken his construct companion, as by the awaken construct spell, except that he automatically receives the maximum result of the spell. When awakened, the construct can immediately replace up to 18 of its Construct HD with NPC class levels (subject to DM approval), and thereafter serves as a loyal cohort to the Alchemist.
    Last edited by Jarian; 2012-06-02 at 04:30 PM.
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