The AlcemisT

Alignment: Any.

Hit Die: d4.

 

Class Skills

Appraise, Bluff, Climb, Concentration, Craft, Decipher script, Disguise, Hide, Jump, Knowledge (all), Spellcraft (int), and use magic device See Chapter 4: Skills for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

Table: The  Alchemist

 

 

 

 

 

 

 

Level

Base Attack

Bonus

  Fort

Save

Ref Save

  Will

Save

Special

Highest Reaction Stimulation Capability

1st

+0

+0

+0

+2

Field of Research (1st),  Brew Potions, Transmuter

1st& 0 level

2nd

+1

+0

+0

+3

 

 

3rd

+1

+1

+1

+3

Craft Alchemic Symbols

2nd level

4th

+2

+1

+1

+4

Brew Mixture Control Energy (1st)

 

5th

+2

+1

+1

+4

Field of Research (2nd)

3rd level

6th

+3

+2

+2

+5

Reshape Matter

 

7th

+3

+2

+2

+5

Potions Master

4th level

8th

+4

+2

+2

+6

Brew Cocktails

 

9th

+4

+3

+3

+6

Scribe, Control Energy (2nd), Field of Research (3rd)

5th level

10th

+5

+3

+3

+7

 

 

11th

+5

+3

+3

+7

 

6th level

12th

+6/+1

+4

+4

+8

Brew Tonics

 

13th

+6/+1

+4

+4

+8

 

7th level

14th

+7/+2

+4

+4

+9

Control Energy (3rd),

 

15th

+7/+2

+5

+5

+9

Field of Research (4th), Engraver

8th level

16th

+8/+3

+5

+5

+10

Brew Concoctions

 

17th

+8/+3

+5

+5

+10

Fast Fingers

9th level

18th

+9/+4

+6

+6

+11

 

 

19th

+9/+4

+6

+6

+11

Control Energy (4th)

 

20th

+10/+5

+6

+6

+12

Field of Research (5th), Brew Elixir

 

 

Class Features

All of the following are class features of the wizard.

Weapon and Armor Proficiency: An alchemist gains proficiency with all simple weapons, plus short swords, and all crossbows, but no armor proficiencies. 

 

Class Skills: Appraise, Bluff, Concentration, Craft, Decipher script, Disguise, Hide, Knowledge (all), language, Move Silently, Search, Spellcraft  (Cha), & Use magic device (Cha)

 

Field of Research: An alchemist chooses a field in which to begin researching.  The alchemist chooses one of the schools of magic (or additionally from the disciplines of psionics, if using magic/psionic transparency).  From then on he may make brews and craft circles to duplicate a spell or power from this field however his int must equal to 10+ the Level of the spell/ power he is trying to duplicate.  The effect the Alchemist creates is called a “reaction.”  Although alchemists are about the only ones who can create a reaction the term ‘stimulator’ is used as the parallel ‘caster’ and ‘manifester.’ An Alchemist can choose any spell from the wizard/sorcerer spell list, wu jen spell list, or the druid spell list so long as it falls with in his field of research.

Transmuter: every alchemist is trained in transmutation, in addition to a field of the alchemist’s choice of field at the first level all alchemist can research reactions from the field of transmutation.

 

Reactions Studied: An alchemist cannot possibly keep track of all the intricacies of the various reactions he studies.  Thus, he can only study a small number of the reactions he has in his books specifically as indicated on the chart above.  Each day an alchemist chooses certain reactions he will study in particular.  These reactions are the standard reactions and may be used in brews or for crafting symbols.  Any reaction not studied that day will fail.  An alchemist can study a higher number of reaction for a high Int score in much the same way a wizard or Cleric gains more spells per day. 

Research Books: An Alchemist must keep research books much like a wizard’s spell books, at each Level an alchemist can add 2 spells to her books.  An alchemist can’t add a new reaction of a Level greater than that of a wizard of the same Level.  Like a wizard, an alchemist may research new reactions within their field or copy another alchemist’s notes.  It is a knowledge (alchemy) check DC 15+ the reaction’s Level. 

 

Studying Fields: An alchemist must spend one hour per Field of Research studying his notes in order to remember how to use spells from that field that day.  Neglecting a Field for any length of time causes a loss of comprehension of that field.  Each day a does dedicate an hour to studying a field, regardless of whether he studies any reactions from that field in particular results in a cumulative +10% failure rating to any reaction form that field.  For each day after you resume your studies of that field results the in a reduction of the additional failure rating by -5% to the normal minimum (see text below).

 

Brew Potions: Alchemist can brew a vial of liquid, which will duplicate the effect of a single reaction.  A potion may be activated one of two ways.  The first is by imbibing the potion, this is a standard action.  In such a case the drinker is both the caster and target.  The second is by throwing the potion and breaking it upon a target.  An alchemist can only brew potions to duplicate reactions from their Field of Research.  The Brew can not have an equivalent level higher than highest reaction which the alchemist can stimulate. The alchemist must make a knowledge (alchemy) check equal to 10+ the spell or power’s Level. The potion has a price of spell Level x alchemist Level x 50gp + any xp or material components.  

Brewing is a time consuming process.   It takes 1hr x (the level of the reaction to make a potion.  Fortunately, an Alchemist can make multiple brews at once given the proper facilities base reactions only take half an hour.  An Alchemist can make a number brews with a total number of levels equal to but do not exceeding his class level, thus a level 17 alchemist could make one 9th level brew two 3rd level brews and six base reaction brews or one 9th  and one 8th level brews.  To brew a brew the alchemist must have studied that reaction in its fields of studied for that day and every day it takes to brew the potions.  This does not count against the reactions studied for symbols.  Brews that take more than one day to brew require the alchemist to study the same reaction over each day he is brewing the same brew.

Note: A thrown Brew has a range increment of 10ftx Str Mod.  When brewing you cannot apply metareaction feats you may possess.  0 level (or base) reaction count as half levels.

Example: a brew made by a level 12 Alchemist with Str score of 15 and Int score of 20 of a fireball could be thrown 60ft away suffering the normal penalty for exceeding the range increment.  So long as the bottle hit a surface hard enough to brake the bottle, a fire ball would be released on that spot and everyone within 20ft would have to make a Reflex save as if hit by a normal fireball DC 10+ reaction level (3) + Int mod (5)= 18 and the reaction would deal 10d6 fire damage. 

 

Craft Alchemic Symbol: As a full round action the alchemist draws a symbol, he must have a hard flat surface equal to 1 sq ft.    He makes a Spellcraft check DC11+Level of the reaction.  If the check beats the DC by 15 then it only takes a standard action.  Activating a symbol is a standard action.  To activate a symbol the alchemist must make an Spellcraft  DC16+Level of the reaction.  If the check beats the DC by 10 it is a move action if it beats the DC by 20 it is a free action.  The symbol must be on a relatively flat surface and takes up a 2sq. ft.   An Alchemist can always craft the alchemic symbol for the spell mending regardless of his Fields of Research.  A Symbol must be activated within one hr of its drawing or else lose all power.  An alchemist cannot draw a symbol if he has anything in his primary hand unless he has the Ambidexterity feat. Spells or powers that would be dismissible stay in effect until their duration runs out or another symbol is used to stop it.  One can dismiss another’s reaction although the DC for such is 15+the Caster level of the original crafter+Level of the reaction+the Int modifier of the original scriber.  Ex. to undo Melric’s Alter Self (Melric is a 13th level Alchemist, with a 21 in Int) Beougar must make a Spellcraft  check of  15+13+5+2=34.  An Alchemist can add Metamagic feats for reaction, but the reaction must be studied at this higher level.  It must be studied Drawing or activating a symbol provokes an attack of opportunity.  In the chart below is shown the number of reaction which an alchemist may study for that day which he may stimulates at his discretion.  This number in no way affect the number of brews an alchemist can create or which brews he may brew.  Crafting Alchemic symbols can not be affected by the meta-feat Quicken Spell.

The only components (vocal, somatic, etc.) to the Alchemic Symbol is the symbol itself and chalk worth 1sp per reaction level.  Level 0 reaction cost only 5 cp.

————————–—Reactions Studied per Day for Alchemic symbols——————————

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Highest  level of Reaction Alchemist can Stimulate

1st

—

—

—

—

—

—

—

—

—

—

————————

2nd

—

—

—

—

—

—

—

—

—

—

————————

3rd

1

0

—

—

—

—

—

—

—

—

Level 1 Reaction

4th

2

1

—

—

—

—

—

—

—

—

Level 1 Reaction

5th

2

1

0

—

—

—

—

—

—

—

Level 2 Reaction

6th

2

2

1

—

—

—

—

—

—

—

Level 2 Reaction

7th

3

2

1

0

—

—

—

—

—

—

Level 3 Reaction

8th

3

2

2

1

—

—

—

—

—

—

Level 3 Reaction

9th

3

3

2

1

0

—

—

—

—

—

Level 4 Reaction

10th

3

3

2

2

1

—

—

—

—

—

Level 4 Reaction

11th

4

3

3

2

1

0

—

—

—

—

Level 5 Reaction

12th

4

3

3

2

2

1

—

—

—

—

Level 5 Reaction

13th

4

4

3

3

2

1

0

—

—

—

Level 6 Reaction

14th

4

4

3

3

2

2

1

—

—

—

Level 6 Reaction

15th

4

4

4

3

3

2

1

0

—

—

Level 7 Reaction

16th

5

4

4

3

3

2

2

1

—

—

Level 7 Reaction

17th

5

4

4

4

3

3

2

1

0

—

Level 8 Reaction

18th

5

5

4

4

3

3

2

2

1

—

Level 8 Reaction

19th

5

5

4

4

4

3

3

2

1

0

Level 9 Reaction

20th

5

5

5

4

4

3

3

2

2

1

Level 9 Reaction

 

Brew Mixture: The alchemist can brew a potion with two different reactions, for example a potion of bear’s endurance and cat’s grace.  The potion of the combined reactions counts as a reaction of their reaction levels added together, for example to brew a potion of shocking grasp and burning hands would take 8 hrs.  The alchemist cannot brew a potion with a sum of reaction levels greater that the highest reaction he can stimulate.

 

Control Energy (su): At level 4 an alchemist selects an energy type (acid, cold, electricity, fire, or sonic) and gains +5 resistance to that energy and may brew a vial of resist energy for that type of energy.  At level 9 and every 5 levels after that he selects an additional energy to control. In addition, at each such interval, the bonus to one energy resistance (excluding the one just selected) increases an additional +5. 

 

Potions Master: Normally the drinker of a potion is both the target and stimulator of a potion, the Alchemist may choose to delay the activation of potions for up to one full round after drinking the potion in order to control the targets and affects of a potion as if he had actually stimulated the reaction.

 

Brew Cocktail: Now when an alchemist brews a potion with two reactions in the amount of time it would take to brew the first reactions immediately followed by the second, for example it would take two hours to brew a potion of shocking grasp and burning hands would take 2 hrs.  The alchemist cannot brew a potion with a sum of reaction levels greater that the highest reaction he can stimulate. The all the reactions must have the same target, or at least one target must be shared by all evocations

 

Reshape earth (su): While obeying the laws of the conservation of matter an alchemist can reshape solid stone, earth, or metal as if using the spells Shape Stone as a standard action 3 times per day. 

 

Scribe (su):  No longer do you need Chalk or Ink to create an alchemic symbol, so long as the substance used leaves a permanent mark and the surface is large enough.

 

Brew Tonics:  The alchemist can now brew a potion with a sum of reaction levels equal to his class levels.

 

Engraver (su):  No longer needs a substance which leaves a mark, like ink or chalk, to create an alchemic symbol, so long as the surface holds it’s shape the alchemist can engrave an alchemic symbol.  This can be done in stone, mud, dirt, or even wood.  So long as the symbol remains unchanged it can still be activated within an hour of the creation.  Engraving a symbol takes twice as much time as normal.

 

Brew Concoctions: The alchemist can brew a potion with any number of different reactions, however the total reaction level cannot exceed his class level.  The potion of the combined reactions counts as a reaction of their reaction levels added together for cost and time needed to brew, for example to brew a potion of enlarge person (1hr), spider climb(8hr), invisibility(8hr), by a level 16 alchemist would take 17 hrs and cost 8,000gp.  The alchemist cannot brew a potion with a sum of reaction levels greater that the highest reaction he can stimulate.  The all the reactions must have the same target, or at least one target must be shared by all evocations

 

Fast Fingers (ex): an alchemist can now draw a circle as a move action, and beating the DC by 10 allows him to draw the symbol as a swift action.

 

Brew Elixir: An alchemist can now apply cause up to two of the same reaction to stimulate from the same potion. 

 

Languages: Alchemists gain all languages that originate on the material plane as a bonus language. Plus, they know the strange and secret unspoken language Alrithmic, composed of chemic, arithmetic and numeric symbols.  It is impossible to teach this language to any one who has not taken the time to learn to become an alchemist.

 

Race: any although most are humans or gnomes, dwarves are surprisingly apt to join the alchemic ranks, Elves find it to be a base practice and will almost never, the few orcs with a high enough int and patients for  the study often enjoy the aspect of taking (stealing) power from other sources.

 

Reaction Failure: Keeping track of such complicated material is difficult and the alchemist is very likely to forget some small detail.  All spells an alchemist cast have 5% chance of failure. A natural 1 always results in failure, yet a natural 20 does not necessitate a success.  The alchemist also suffers the same additional failure rating that which is applied to arcane spells for wearing certain armors.  If a craft alchemic symbol fails there is a chance it may back fire of 5%+5%x reaction Level.  In addition alchemist suffer “living alchemy failure” which means reactions like cure minor wounds, polymorph self, stone to flesh, and regeneration, which try to manipulate living organic material have a greater risk of failure and backfiring the formula is 5%+10%x reaction Level.  Whether or not the symbol will fail can only be determined by Knowledge (alchemy) equal to the DC of the check done as a full round action.  For each day an alchemist has not studied the automatic failure and backfire rate increases by 5%.

 

Metareactions: Any meta feat which can be added to a spell has an equivalent metareaction feat, except the quicken spell feat only affects potions.  The craft DC of using a “metareaction” feat is increased by the same number as the new spell level increased.

 

Burnout:  Attempting to activate a symbol is taxing on the body.  An alchemist is limited by his Constitution Score with regard to the total number of reaction that can be made over a 1 minute period.  0 level reactions really don’t count you can pretty much activate as many of them as you can get to in a minute.  reactions 1st-3rd level have a value of 1, reactions 4th-6th level have a value of 2, reactions 7th -9th  level have a value of 3,  this means that an alchemist with a Constitution Score 15 could attempt activate 5 level 9 reactions, or 7 level 3 reactions and 4 level 5 reactions with no negative affects.  When he exceeds that number he will become fatigued for one minute if he attempts to activate another symbol within that time he will become exhausted, after which every attempt will deal non lethal damage equal to the reaction level.

 

Understanding the Science of Alchemy: where arcane magic taps into the enigmatic Ζther and psionics uses the casters own life force or chi to manifest powers, Alchemy uses the power of the Will, the world around themselves, the power in everything or some disciples call it “mana  In one since this is more like Divine magic in that the power is not from the caster themselves, but this is far from accurate for a Divine caster is granted power from other sources; the Alchemist forces the source to give up its power to the will of the alchemist.  Still for interactions with other spells and power a reaction counts as divine magic.

 

Other Classes: The alchemists do not use their own power but instead bend the power of the world to their will.  Thus, Alchemists are hated by a number of people, any who revere the Earth (ie druids and rangers) and the followers of certain gods.  They are seen as crass by wizards and weak by sorcerers.  Psions give them little thought but if they do think about them more often than not it is the same view sorcerers give.  Cyborgs on the other hand see them as an invaluable companion as alchemic magic is the only kind that can be safely used with technology.

 

Daniel John Malone © 2005-2007

 

 

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