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View Full Version : New Class: The Alchemist (Incomplete)



Brickwall
2006-04-09, 05:11 PM
The Alchemist

The mixing of two substances to create a new one with independent functions is one of the oldest concepts in the world. From the simplest paint to the most precise alloy, sentient beings have used mixture to accomplish tasks in all areas of life. Some mixtures are so potent, so unnaturally powerful and effective, they are said to be magical. Many practitioners of the craft of alchemy claim that even their elixers and elements are not truly magic, while others say magic is the result of a universal alchemy. Both statements have some truth to them, but neither acknowledges the magic aspect of alchemy. Potions and plants of mystic nature arise from this age-old craft. Magic is born of the basics of the universe, but only by a practiced hand. That hand is that of the alchemist.

The alchemist weilds chemicals and compounds as his weapons. They power his magic and his fighting power. He can create a mixture for almost anything.

Adventurers: Many alchemists devote their lives to finding new mixtures. Others seek out old and forgotten lore of alchemy for the benefit of themselves or civilization. A good amount of alchemists sell their services, or branch out into other crafts.

Characteristics: The alchemist is always focused on materials. Combining, separating, using, or observing, it's all about materials. He keeps stashes of them with him, as well as often having closets upon closets filled with esoteric ingredients at home. Strange smells accompany him, though practiced alchemists can easily replace them with pleasant ones. An alchemist is usually studious and withdrawn, but can still help the party with his spells and conveniently-packaged elixers.

Alignment: An alchemist may be of any alignment, though they tend towards neutrality along the good-evil axis. Lawful alchemists emphasize the order of alchemy, and chaotic ones focus on the raw energy of their ingredients. Neutral alchemists don't tend towards either extreme.

Religion: Alchemists are often too focused on materials that are present and real to be concerned with the divine. However, many consider gods of knowledge and magic to be their patrons.

Background: An alchemist usually attends an academy or university to learn his craft. Sometimes, an elchemy master will take on an apprentice. In less developed areas, even the humble hedge wizard may actually be an alchemist who uses salves and oils to perform his works of wonder.

Races: Humans make very good alchemists, since they are naturally curious, experimental, and quick to learn. Elves often have the patience and the observance to make great alchemists, though they usually prefer wizardry. Half-elves exhibit both qualities as alchemists. Dwarves generally avoid this walk of life, though dwarf alchemists become great smiths and craftsmen. Gnomes physically well-suited to be alchemists, though their frequent experimentation often causes problems since they must be around dangerous substances constantly. Their curious nature benefits those who persevere however, and gnomes become famous and revered alchemists. Halflings and half-orcs usually have little interest in alchemy.
Other races: Other races that tend to become alchemists include tribal gnolls and orcs, who have alchemists as their healers and magical advisors.

Other Classes: An alchemist gets along fairly well with a barbarian, who understands basic principles of mixture that he is required to know to survive on his own. Bards and alchemists may get along very well or very poorly. Many bards understand curiosity and experimentation as good approaches to life. However, they often disagree with the alchemist's studious nature and encourage him to stop hunching over a laboratory all day. Clerics rarely have special interactions with alchemists, though your local priest will often appreciate a good incense. Druids have a love/hate relationship with alchemists. They are offended by the alchemist's view of nature's gifts as tools, but at the same time marvel at his harmony with every single ingredient. Fighters appreciate the alchemist's spellcasting and potionmaking, though they rarely understand his point of view. Monks get along well with alchemists, as they are both given to quiet study and relfection. Paladins see alchemists as too withdrawn and unconcerned about the world, though often come to appreciate his perspective and abilities. Rangers will get along well with an alchemist, since they both are focused on what's directly around them. Rogues don't understand alchemists, but they love potions and many chemicals are useful for their job. Sorcerors think alchemists are too quiet and studious, and try too hard to get magic working. Alchemists get along best with wizards (and psions), who appreciate their need for study and their focus on their craft.

Role: The alchemist is a caster, a healer, and a veritable box of tools. He almost always has the right kind of chemical for the job, or can make something out of his surroundings in a pinch. He gives the party what they need when they need it, and provides a bit of magical firepower.

RULE INFORMATION

Abilities: Intelligence determines the number of bonus spells an alchemist gets, as well as how many skills he gets. Many of his important skill use intelligence as a bonus. Dexterity is also good for an alchemist, as he cannot wear armor without hindering his casting ability.

Alignment: Any

Hit Die: ?

CLASS SKILLS:
Appraise, Concentration, Craft, Decipher Script, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (the planes), Listen, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival
Skill Points at 1st level : (4+Int modifier)x4
Skill Points at Each Additional level: 4+Int modifier



http://img468.imageshack.us/img468/1018/alchemisttable18qv.png



CLASS FEATURES:

Weapon and Armor Proficiencies:
Alchemists are proficient with all simple weapons

Spells: An alchemist writes down spells in and prepares them from a book much like a wizard. He also uses this book to write down recepies for certain class abilities. To learn, prepare, or cast a spell, the alchemist must have an intelligence score equal to 10+ the spell's level. The difficulty class for a saving throw against an alchemist's spell is equal to 10+ the spell level+ the alchemist's intelligence bonus. The alchemist must spend one hour studying his book to prepare his spells.

Book: Same as wizard for now.

Silent Spell: At 2nd level, the Alchemist gains Silent Spell as a bonus feat

Brew Potion: At 3rd level, the Alchemist gains Brew Potion as a bonus feat

Bonus Feats: At 5th and 13th levels, the Alchemist may select any item creation feat as a bonus feat

Recipe: At 7th level, an alchemist can write down the process used for crafting an item in such detail that anyone basing their work off the recipe gains the benefit of being able to use one-half the alchemist's ranks in a craft skill as a substitute for their own, or they may choose to make a second check at one-half the alchemist's ranks to Aid Another (themself) using the recipie. It has no limit on being used, though it is mundane and may be destroyed as any other normal version of whatever it is written on would be. This can be written on any surface.

Silent Casting: At 9th level, all spells the Alchemist casts are treated as Silent spells

Still Casting: At 15th level, all spells the Alchemist casts are treated as Stilled spells

Improved Recipe: As Recipe, but full ranks instead of half.

PLEASE FILL IN THE BLANKS!

roadkiller
2006-04-09, 06:29 PM
Wouldn't it make sense for an alchemist to have alchemy as a class skill?

Macrovore
2006-04-09, 07:09 PM
upgrade to 3.5, dude. alchemy is now craft(alchemy)

it seems pretty underpowered. give him the craft pool of the artificer, but make it only useable with potions. Kick up the class abilities a few levels (with brew potion at 1st.) allow them to cast 9th level spells, but from a more limited list (with party buff and healing spells). At higher levels he should be able to craft potions faster, and of higher level spells (like the Master Alchemist in Magic of Faerun), and maybe having targeted offensive spells in potions to throw at people (like the Alchemist Savant in Magic of Eberron). you don't need automatic still and silent, and i suggest removing both abilities. they can learn them as feats, just like the rest of us.
HD should probably be d6, and BAB should be 3/4 class level.

Brickwall
2006-04-09, 08:13 PM
Thing I forgot to mention: Alchemists can't take Eschew Materials. They have to use any material components a spell has.

And it's underpowered because its unfinished.

Okay, as a newsflash to anyone who hasn't noticed, this class is centered around materials the same way a bard is centered around sound. And as much as I'd love to put those abilities in, I can't for two reasons:
1. I want this class to be unique
2. I don't have the freakin' books! Why is everyone on this board expected to be priveleged enough to have every DnD book on the face of the planet?! *goes off mumbling and cursing*

anime713
2006-04-09, 08:18 PM
*snip*

allow them to cast 9th level spells, but from a more limited list (with party buff and healing spells).

*snip*

HD should probably be d6, and BAB should be 3/4 class level.
I'd be wary of that combination. No other class has the ability to cast 9th level spells while not having a d4 hit die and 1/2 BAB. I'd do 1 or the other, but not both, even if you are sticking with only healing/buffing spells; If I were you, I'd go with the spells, and make this a sort of wizard variant. You probably don't want to be too close to the bard, who is the other arcane caster with the d6 and the 3/4 BAB.

Tomada
2006-04-10, 01:24 AM
You could add some os the miths about alchemy, such as the phylosofers stone and such.

Making then able to make progressively better stones until the 20th level, where they can turn lead to gold (paying the exp cost, of course)

And giving increasingly higher potion making rate, like at first it's half the time. At 5th, 1 third. At 8th 1 forth. at 10th it's 1 hour at most. and past 12th it's 1 minute, max.

You give him some abilities that help him throw potions better, with more precision and causing more damage on impact. Molotov cocktails and hand grenades are welcome. But please, give him a great accuracy. Like, have then be treated as having FULL BAB when throwing potions.

Brickwall
2006-04-10, 01:41 AM
Actually the Philosopher's Stone Was going to be an ability at 20th level that basically did the whole "ageless" deal, like with druids and monks.