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Cogwheel
2009-11-23, 05:21 AM
The Alchemist

"Alchemy is the art of comprehension. Of understanding what no others do: How the universe truly functions. Through comprehension, we gain knowledge. Through knowledge, we gain power."

Alchemists are those who rely on natural law, rather than the subversions of these laws - magic, as it is more commonly known - to gain power. They alone understand the world as it is. They have honed the science of chemicals and the elements into an art form, giving them mastery over the world and themselves.

Or so they think, anyway.

In practice, a small portion of an alchemist's beliefs are correct. In the beginning, a large part of their art is more or less scientific, though the results are quite frequently exaggerated, and occasionally patently impossible. With time and experience, however, almost every alchemist's "scientific" repertoire of skills will lapse into the utterly fantastic, almost indistinguishable from magic.

The reason for this is simple. To put it bluntly, a great deal of it is magic. Much like a cleric may draw power from a set of beliefs and ideals without praying to any particular deity, an alchemist gains the magic that powers their unique abilities through sheer conviction. The alchemist believes it is so, and for a short while, the laws of reality step aside. Naturally, no alchemist is aware of this, nor would they ever believe such a claim, though it is possible that any alchemist would be incredibly powerful, were it not for the series of psychological crutches they rely upon.

The Magnum Opus - literally "the Great Work" - is both a path, and a goal which all alchemists aspire to. It is the process of recognizing the faults within oneself and overcoming them, reaching purification and enlightenment. This ends with the creation of the elixir of life and philosopher's stone, which allow the alchemist to achieve immortality and transcend their forms, becoming more than they once were. Precious few alchemists achieve this goal, but each and every one of them attempt to reach it.

Abilities: The most important ability for an Alchemist is Intelligence, as it affects their craft checks and the effects of their formulae, as well as the save DC of all their class features. A dexterity score is also important, both for Armour Class - Alchemists cannot wear a great deal of armour - and for increased accuracy with formulae. If an alchemist plans to stay alive, a high constitution score is also advisable.

Role: An alchemist does not neatly fit into any one roll. They act as a sort of swiss army knife outside of combat, in some situations - should a situation arise, the Alchemist may well have a solution for it. Additionally, they are capable of dealing reasonable amounts of damage with formulae. The role they come closest to, however, is support: Weakening enemies, strengthening allies and altering the battlefield.

Background: The average Alchemist is either a thief, an apprentice or wealthy, early in their lives: The components and tools alchemy calls for do not come cheaply. Many Alchemists are, in fact, apprenticed to older and more experienced members of the profession at first, though some simply learn from books. Beyond this, Alchemists are a varied lot, and come from all walks of life.

Organization: Alchemists are one of the more organized classes... to an extent, anyway. There are guilds, in some places, and laboratories of various sizes. Alchemists frequently take on apprentices, as well. In the end, however, only the basics are ever taught. Each Alchemist's secrets are theirs, and theirs alone.

Alignment: An Alchemist's moral code can find itself practically anywhere. Most tend to neutrality, however, as the average member of the class is far too busy with professional pursuits to have any time for ethics. Overall, Alchemists have a very slight lawful bent, but this is nothing more than a vague tendency.

Races: While Alchemists tend to be dwarves, humans, halflings or gnomes, any race is quite capable of pursuing the Magnum Opus. However, mentally handicapped races (such as orcs) or those who typically cannot access the arts of alchemy - due to either cultural or material restrictions - only rarely become Alchemists.

Religion: Alchemists do not tend toward any religion in particular. A good deal of them try to avoid the gods entirely, while those who do not sometimes take up worship of a god of knowledge, science or even magic. In general, however, most Alchemists simply worship a deity according to their race and ideals.

Other classes: The alchemist's attitude towards a great deal of classes is one of ambivalence. A few, however, merit a special reaction. Wizards, in particular, are often respected by Alchemists - their art of magic is hardly a worthy one, to be sure, but the approach that wizards take to it is appreciated. Druids, rangers and the like, meanwhile, are often pitied for clinging to outdated ways, unless they choose to oppose the Alchemist's craft for some reason. Monks are largely alien to Alchemists, but the philosophy of self-perfection within them is often recognized.

Adaptation: The Alchemist possesses a set of class features very closely tied to its flavour, making any adaptation difficult. However, a few flavour changes, as well as mechanical changes (skill used to create formulae, some changes in the class features) could create a more hermetic version of any type of caster. For instance, the class could be adapted into a hermetic elementalist that transforms into an elemental over time, and prepares their spells in the form of seals beforehand.

Hit Die: d6

Class Features

Class Skills: The Alchemist's class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis)

Skill Points at First Level: (4+Intelligence modifier)x4
Skill Points at Each Additional Level: 4+Intelligence modifier

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Formulae (Novice), Expertise I, Noxious Strike

2nd|
+1|
+3|
+3|
+0|Magnum Opus (Black)

3rd|
+2|
+3|
+3|
+1| Power Throw I

4th|
+3|
+4|
+4|
+1|Expertise II

5th|
+3|
+4|
+4|
+1|Formulae (Chemist)

6th|
+4|
+5|
+5|
+2| Power Throw II

7th|
+5|
+5|
+5|
+2|Brew Potion, Expertise III

8th|
+6/+1|
+6|
+6|
+2|Magnum Opus (White), Homunculus I

9th|
+6/+1|
+6|
+6|
+3|Fool's Gold, The Fifth Element, Power Throw III

10th|
+7/+2|
+7|
+7|
+3|Formulae (Adept)

11th|
+8/+3|
+7|
+7|
+3|Hydraulics

12th|
+9/+4|
+8|
+8|
+4|Homunculus II, Power Throw IV

13th|
+9/+4|
+8|
+8|
+4|Potion Specialist, Thermodynamics

14th|
+10/+5|
+9|
+9|
+4|Magnum Opus (Yellow), Aerodynamics

15th|
+11/+6/+1|
+9|
+9|
+5|Formulae (Master), Power Throw V

16th|
+12/+7/+2|
+9|
+9|
+5|Homunculus III

17th|
+12/+7/+2|
+10|
+10|
+5|Expertise IV

18th|
+13/+8/+3|
+11|
+11|
+6|Power Throw VI

19th|
+14/+9/+4|
+11|
+11|
+6|Alchemical Mastery

20th|
+15/+10/+5|
+12|
+12|
+6|Magnum Opus (Red)[/table]

Weapon and Armour Proficiencies: An Alchemist is proficient with simple weapons and light armour, but not with shields. Additionally, Alchemists are proficient with Hazard Suits and Formula Sprayers, as well as Formulae.

Formulae (Su): All Alchemists make formulae, strange mixtures of magic and chemistry which they use to bombard their enemies, strengthen their allies, and otherwise lay waste to the laws of reality. At first level, the Alchemist may craft the most basic of formulae (those labeled as novice formulae). At fifth level, they gain the ability to craft Chemist formulae, at tenth level they gain the ability to brew Adept formulae, and at level fifteen they gain the ability to craft master formulae. Crafting a single formula is a one hour process requiring a Craft (Alchemy) roll.

Each formula has its own effects, cost to craft, and craft DC. An Alchemist may, instead of purchasing raw materials, forage or grow their own formula ingredients by making a Craft (Alchemy) check (with a DC dependant on the individual formula), with the check representing having the ingredients available beforehand, rather than actually gathering them on the spot. Interrupting the process of making a formula does not harm the formula, but an Alchemist may only attempt to make a single formula at a time, as the actual process is an involved one, requiring specific orderings of ingredients, careful manipulation of temperature, and all manner of precise management (unlike with normal crafting attempts, an Alchemist with the free time to devote to the activity may craft as many formulae in one day as they wish). Once a formula is made, it may be used or consumed by anyone (though formulae kept away from the Alchemist for too long may lose their potency, see below).

Using a formula is a move action that provokes attacks of opportunity, and is identical to consuming a potion or similar item. Attacking with a formula is a ranged touch attack with a range increment of 30 feet (involving throwing the bottle or flask at one’s target) or as a melee touch attack, though smashing a formula flask against a target causes the formula to affect the user as well. Regardless of its container, a formula hurled or smashed against a target deals 1d4 points of piercing damage as its container shatters.

Formulae may be mixed with poison without negating their effects. The save DC for any of the Alchemist's formula is equal to 10 + the Alchemist’s class level + the Alchemist’s intelligence modifier (victims of poisoned formulae save separately against the poison).

Formulae lose their potency if an Alchemist cannot maintain them. An Alchemist can have a number of formulae equal to their class level plus three created at any given time. New ones created will function, but older formulae will permanently lose their potency, beginning from the oldest one. Additionally, a formulae cannot spend more than a number of minutes equal to the Alchemist's class level x15 away from the Alchemist's person, or further than (class levelx30 feet) away from them without losing its effects permanently.

An alternative rule would be to allow Novice formulae to ignore any restrictions which would cause other formulae to lose their effects, and make them act as Extraordinary abilities, as their effects are still (mostly) grounded in reality.

Note that Alchemists have access to every formula on the formula list.

Noxious Flask (Ex): At the end of each brewing session, an Alchemist often finds themselves stuck with a large quantity of rather unpleasant chemicals. Leftovers, in a word. Byproducts of their craft. Fortunately, most have discovered an effective way to dispose of these - simply bottle them up and hurl the result at an enemy. These bottles can be hurled in the exact same manner as a formula, including the piercing damage done, and the effects of Mighty Throw. Poison may be added if the Alchemist wishes, and the contents of the flask itself deal 1d6/2 class levels + intelligence modifier damage.

Expertise (Ex): With time, the Alchemist advances in the more mundane aspects of their craft. Specifically, that of crafting what is necessary as well as possible, without sacrificing convenience. At each rank of Expertise, they gain the following abilities.

Expertise I: The Alchemist no longer requires an Alchemist's Lab for any manner of Craft (Alchemy) checks, though it does give a +4 circumstance bonus to any checks.

Expertise II: The time required to craft formulae is halved. Additionally, the gold cost to create anything else with Craft (Alchemy) or Craft (poisonmaking) checks are reduced by 25%. This does not apply to the Formula Sprayer, Philosopher's Stone or Hazard Suit.

Expertise III: The Alchemist recieves a bonus to Craft (Alchemy) and Craft (poisonmaking) checks equal to their class level. This bonus does not apply to any class features.

Expertise IV: The time required to produce any alchemical item except the Hazard Suit, Philosopher's Stone and Chemical Sprayer is reduced to 25% of the original. Formulae, on the other hand, only require 1 minute per rank (for example, an Adept formula requires three minutes).

Magnum Opus (Ex): The Magnum Opus is a slow path - the path of creating the philosopher's stone, of achieving enlightenment and self-perfection. With time, training and success, it becomes the path to immortality. In the end, it is a path that leaves all too many alchemists abandoned at the roadside, yet every alchemist pursues it regardless.

Black: To embark on the Magnum Opus, one must first see the faults in themselves, and admit to them. Long exposure to poison, both of the mind and of a more physical nature, grants the alchemist an immunity to poison. Note that this does not spare them from most formulae. Additionally, their conviction grants them immunity to the Confusion spell and variants thereof.

White: At the end of the first stage, the Alchemist has purified themselves of their faults. There is much that must still be achieved, but one of the major steps has now been completed. As a byproduct of this, the Alchemist gains a +4 insight bonus permanently to their Wisdom score.

Yellow: At the end of purification lies enlightenment. This is, of course, enlightenment in name only - true enlightenment is the purview of greater creatures: Gods, or perhaps not even them. Nevertheless, it does grant a certain mental edge over most creatures, giving the Alchemist a permanent +4 insight bonus to intelligence.

Red: The final stage of the Magnum Opus is nothing less than immortality. Transcendence. The Alchemist succeeds in creating the Philosopher's Stone, and the elixir of life that comes from it. They no longer age, and physical penalties from aging vanish, while bonuses continue to accrue. The Alchemist will not die from old age, and should they be killed, they will reform at their Philosopher's Stone after 1d10 days, with all their possessions. Destroying the Philosopher's Stone in time will prevent this resurrection, much like destroying a lich's phylactery.

Upon reaching 20th level, the Alchemist undergoes a transformation. They become as gold: Immutable, unchanging and, in their eyes, perfect. They gain a gold plating, and their anatomy changes substantially, granting them DR 5/adamantine, +2 natural armour, and the Living Construct type.

The Philosopher's Stone is immune to fire, acid, cold, sonic and electricity damage (but not, for example, force), is tiny and has 30 hit points, a break DC of 40, and a hardness of 20. Should it be destroyed, the Alchemist may spend 20,000 gold, 1,000 experience points and a week to reconstruct it. A Craft (Alchemy) check at DC 30 is required for this. Should the creation process fail for whatever reason, the Alchemist loses 10,000 gp of the materials, and no experience.

If the Alchemist's Philosopher's Stone is destroyed, the Alchemist loses all benefits of this class feature until a new one is created.

Power Throw (Ex): Much of an Alchemist's abilities revolve around hurling formulae at their enemies. As such, it is only to be expected that with time, they should become quite skilled at this. With every rank of Power Throw, the Alchemist adds 10' to the range increment of their formulae, and gains a +1 bonus to hit. These bonuses stack. From rank III on, the Alchemist's thrown formulae ignore anything less than total cover. From rank V on, thrown formulae count as magical for the purpose of hitting incorporeal foes.

Note that these bonuses do not apply to anything but thrown formulae. An Alchemist attempting to make use of a throwing axe, for instance, will find themselves as inept (or, in rare cases, competent) at such things as ever.

Brew Potion (Ex): At seventh level, the Alchemist gains the Brew Potion feat, even if they do not meet the prerequisites. Additionally, for the purpose of crafting potions, their Alchemist level acts as their caster level, and they may use a Craft (Alchemy) check to mimic any spells that the potion calls for, with a DC of (20+spell level).

Homunculus (Ex): Long before an Alchemist learns to acquire eternal life for themselves, they do so for others. By utilizing a watered down version of the elixir of life, the Alchemist creates an artificial life form - a Homunculus - to serve them.

An Alchemist gains their first Homunculus free of charge, as soon as they reach 8th level and have a week to spend crafting one. Should they require a new one for whatever reason, they must pay for its creation.
A Homunculus is created with a DC 25 Craft (Alchemy) Check, 2,000 XP, 20,000 gold worth of materials, and a week of time. An alchemy lab is required for this.

A Homunculus is a medium-sized living construct or Aberration (Alchemist's choice, chosen at the time of creation) with an amount of hit dice equal to the Alchemist's class level minus 2. It has +4 to its ability scores, split as the Alchemist sees fit (once again, at the time of creation) between its physical attributes, and a -2 penalty to charisma. A homunculus may gain levels of Fighter, Barbarian, Monk and Rogue, but any other class is allowed only with GM approval. The Alchemist may choose any mix of racial HD and class levels for the homunculus, or leave the choice in the hands of the creature itself.

The Homunculus is utterly loyal to the Alchemist and, while it initially shares the Alchemist's alignment unless specifically created with a different one, this may change eventually. While many Homunculi are bound by their creator to serve as guards and assistants, they have minds of their own, and are perfectly capable of acting as they see fit, should the Alchemist allow it.

Homunculi can be crafted to resemble any medium-sized creature of a roughly humanoid shape, though most are created to appear as their creator's race, if slightly larger or smaller, as they must be of medium size. Homunculi do not possess any natural weapons.

As the Alchemist gains experience, they make modification to their Homunculi, altering it to create a more powerful creature.

Homunculus II: The Homunculus gains either +4 to any one attribute score, a flight (poor maneuverability), climb, burrow or swim speed equal to double their base land speed or +4 natural armour.

Homunculus III: The Homunculus gains either an increase or decrease in size by one category, immunity to any single element, 15 resistance to all elements but one (this may include Force), Regeneration 2 (bypassed by fire and acid) or Share Formulae.

Share Formulae allows the Alchemist to, if they so choose, extent to their homunculus with the effects of any formulae that affects the Alchemist. All variable numeric effects, choices where the formula allows for one, and so on stay the same. If saving throws are involved, the Alchemist may either choose to allow their familiar to roll a save, or force it to automatically fail the save, at their choice.

The Fifth Element (Ex): At 9th level, the Alchemist unlocks the secrets of the fifth element. Star-matter. Aether. Most commonly, it is known as Quintessence. The Alchemist creates a small machine, capable of being crafted at no cost and in no more than three hours, which condenses a number of vials of quintessence out of the air per day equal to the Alchemist's class level -5.

When using the Fool's Gold, Hydraulics, Thermodynamics or Aerodynamics abilities, the Alchemist ingests a bottle of Quintessence as part of their action, thereby (in their mind) granting themselves power over the four elements. In practice, the "Quintessence" is nothing more than water. Condensation from the air. In the end, this serves as nothing more than a series of psychological crutches the Alchemist makes use of.

Finally, Quintessence cannot be stored. The Alchemist believes that after 24 hours pass - just as the next batch would be created, coincidentally - any Quintessence created will "spoil", rendering it useless.

Fool's Gold (Su): It is every Alchemist's first goal to transmute matter into gold, not for any crass reason such as wealth, ofcourse, but for what it symbolizes. At 9th level, with the help of Quintessence, the Alchemist may alter any mineral surface - soil, stone, gem or metal - into gold for the duration of the effect as a standard action, and shape it, as per the spell Stone Shape, with a caster level equal to their class level. This collapses when the Alchemist dismisses it, when 5 rounds pass, or when the Alchemist moves more than 50 feet away from their original spot (if they are standing on the gold or within 10 feet of it, this will not dismiss the effect.

Note that when the effect fades, the material used first loses its shape, collapsing on the spot, then ceases to be gold after collapsing, in that order. Ingesting another vial of Quintessence - a move action - extends the duration of the effect by another five rounds.

Hydraulics (Su): The second element, water, is one common within most living beings and, indeed, on most worlds, perhaps even more so than earth. It is only logical, than, that it would be one of the easier elements to master. The Alchemist, after ingesting a vial of quintessence, gains the ability to turn water into ice, or vice versa (the amount being 10 cubic feet per class level) for five rounds. During this period, they may also shape the ice (much like with the Fool's gold class feature) but not water. Any such shaping lasts until these abilities fade from the Alchemist. This duration, like Fool's Gold, may be extended by ingesting more Quintessence.

Additionally, the Alchemist may use Create Water, as the spell, with a caster level equal to their class level three times per day. This does not require any Quintessence. Any abilities granted by Hydraulics are a standard action.

Potion specialist (Ex): At 13th level, the Alchemist's expertise with potions grows a great deal: The amount of XP spent on crafting is halved, while the amount of time and gold spend is reduced by a quarter.

Thermodynamics (Su): Fire, the third element, is a more versatile element than one might expect. It can be used to create a smoke cloud or flash of light, as per the Pyrotechnics spell, though it does not require a fire in this case (a fire may still be used if the Alchemist wishes it). It can also be used to create a fiery explosion, identical to the Flame Strike spell. Alternatively, a single vial of quintessence can give the Alchemist the ability to set flammable unattended objects alight at a distance of up to 30 feet, and to extinguish non-magical fires with a size of up to 10 cubic feet/class level for 5 rounds. As usual, additional vials may extend this effect.

Thermodynamics may also used to dispel spells with the [fire] descriptor, or be used to counter spells with the [fire] descriptor, as the spell Greater Dispel Magic. All uses of Thermodynamics that mimic a spell have a caster level equal to the Alchemist's class level, and the DC is intelligence-based. All uses of Thermodynamics are a standard action.

Aerodynamics (Su): The last element an Alchemist masters is air. The power it grants, however, is often seen as worth the wait, though it caters to more subtle uses than the other elements. The Alchemist may remove air from, or create air in an area equal to 10 cubic ft./class level. Additionally, they may mimic a Gust of Wind effect, or the Telekinesis spell, though only the Sustained Force version of the latter may be used.

Additionally, they may choose to either create air within, or remove air from a person. The former can have any number of effects. A more beneficial example would be granting a creature the ability to breathe in any environment. The latter option is equally versatile, though a more common usage would be to remove an inhaled poison from an ally, or to choke an enemy. Choking steals the air from an enemy's lungs, and prevents them from breathing any more. Should they fail their fortitude save, the victim begins drowning, as per the drowning rules in the DMG.

Any spells mimicked by Aerodynamics have a caster level equal to the Alchemist's class level. Additionally, all spells have an intelligence-based DC, while other abilities have a DC equal to (1/2 Alchemist's class level)+10+Intelligence modifier. The lasting effects from Aerodynamics - creating air in a creature or mimicking Telekinesis - last for 5 rounds, and can be extended with additional vials, as usual. Finally, all uses of Aerodynamics are standard actions.

Alchemical Mastery (Ex): At 19th level, the Alchemist's skill with their formulae reaches its peak. The DC to resist the effects of any formula created by the alchemist, whether they then use it themselves or not, rises by 3. Note that should the Alchemist be affected by the more harmful effects of their own formulae, they must also save against the raised DC.

Cogwheel
2009-11-23, 05:22 AM
Note: The gathering DC shown for formulae below is the Craft (Alchemy) DC to create the formula without paying the gold cost. This roll is made separately from the roll to create the formula.

Novice Formulae
These formulae can be crafted by any Alchemist - that is to say, anyone with at least one level in the class. At this point, the formulae are largely bound by the laws of reality, and are mostly nothing more than exaggerations of existing reactions.

Aqua Vitae (Novice)
Cost: 10 gold
Craft (Alchemy) DC: 10
Gathering DC: 13
A staple for many alchemists, Aqua Vitae is composed primarily of alcohol, along with a small percentage of other materials. On violent impact (throwing the vial counts, pouring its contents out would not), the contents ignite, dealing fire damage equal to 1d6/class level+the Alchemist's intelligence modifier (max 5d6). If drunk, true to its name, Aqua Vitae heals an equal amount of hit points, though multiple flasks may intoxicate the drinker.

Aqua Regia (Novice)
Cost: 11 gold
Craft (Alchemy) DC: 10
Gathering DC: 12
Frequently used to dispose of failed experiments, troublesome locks and the like, Aqua Regia is a strong acid, capable of dissolving any metal, even gold. Because of this, some Alchemists find the substance distasteful, but it often proves too convenient to ignore. On contact, Aqua Regia deals acid damage equal to 1d6/class level+the Alchemist's intelligence modifier (max 5d6). If imbibed, it deals an equal amount of acid damage to the drinker, but grants them a +3 enhancement bonus to Diplomacy for fifteen minutes.
Against Homunuli created by Alchemists, as well as Alchemists transformed into a living construct by the Magnum Opus class feature, Aqua Regia deals double damage.

Liquid Nitrogen (Novice)
Cost: 10 gold
Craft (Alchemy) DC: 11
Gathering DC: 13
Kept in flasks treated to cool their contents at all times, liquid nitrogen is without a doubt the coldest substance a beginning Alchemist can hope to create. The contents of one of these flasks are often all but invisible thanks to condensation, and while not strictly necessary, one is advised only to touch such a flask when wearing gloves. On contact, a flask of liquid nitrogen deals 1d4/class level+intelligence modifier (max 5d4) cold damage, after which it evaporates, creating an obscuring mist effect. If ingested, it deals 1d6/class level+intelligence modifier cold damage (max 5d6), and the drinker is stunned by a coughing fit for the next round, should they fail a fortitude save.

Counterserum (Novice)
Cost: 8 gold
Craft (Alchemy) DC: 10
Gathering DC: 11
The Counterserum is a formula almost impossible to mimic, as each Alchemist has fine-tuned the recipe to negate their own creations. On contact, the formula does nothing. However, when ingested, the Counterserum negates any harmful effects of formulae created by the same Alchemist for a number of rounds equal to the Alchemist's class level+their intelligence modifier.

Farstrider Infusion (Novice)
Cost: 10 gold
Craft (Alchemy) DC: 10
Gathering DC: 12
All but indispensable to an Alchemist on a long journey, the Farstrider Infusion consists largely of water in which onion and ginseng are boiled, making it rather more palatable than most formulae. When drunk, it gives the imbiber immunity to fatigue for a number of hours equal to the Alchemist's level+their intelligence modifier (max 5+int).

Flask of Jitters (Novice)
Cost: 12 gold
Craft (Alchemy) DC: 10
Gathering DC: 11
This curious formula is something of a double-edged sword. Both when imbibed and on contact, it grants a +4 bonus to dexterity for a number of rounds equal to the Alchemist's class level. However, a side-effect robs the subject of some of their control, forcing them to move five feet every round, whether they make their normal movement or not. This movement provokes attacks of opportunity.

Sleepless Draught (Novice)
Cost: 9 gold
Craft (Alchemy) DC: 11
Gathering DC: 10
Typically kept warm when drunk, this brew does nothing on contact. When imbibed, however, it gives the drinker the benefits of eight hours of sleep. There are, unfortunately, side-effects: Eight hours after drinking the draught, the imbiber must make a fortitude save or be fatigued until they rest normally.

Cocoon Solution (Novice)
Cost: 12 gold
Craft (Alchemy) DC: 11
Gathering DC: 11
A viscous, grey-white liquid, the Cocoon Solution, on impact, spreads out into a web of thick strands, entangling anyone within a 20 ft. spread, as per the Entangle spell. If imbibed, on the other hand, the effects are rather different: The drinker gains the benefits of a Spider Climb spell. In either case, the duration is equal to 1 round/class level + intelligence modifier.

Terror Flask (Novice)
Cost: 12 gold
Craft (Alchemy) DC: 10
Gathering DC: 11
This sour black liquid is one of the few formulae at the Alchemist's disposal that affect the mind. On impact, the victim must make a will save, or suffer the effects of a Cause Fear spell. If imbibed, however, the effects are rather more beneficial, granting immunity to fear effects. Either is a mind-affecting effect, and lasts for 1 round/class leve + intelligence modifier

Liquid Sunshine (Novice)
Cost: 11 gold
Craft (Alchemy) DC: 10
Gathering DC: 10
This golden, odorless chemical explodes into a flash of light when hurled, dazzling those within 30 feet for 5 rounds. If ingested, the effects are somewhat more drastic - the drinker emits 60 ft. cones of light from their eyes continuously for 1 minute/class level + intelligence modifier. Side-effects include mild heartburn and headaches. The colour of light the formula will produce is decided by the alchemist, at the time of creation.

Chemist Formulae
Any Alchemist of level 5 or above may create Chemist rank Formulae. This point marks a departure from ordinary science and alchemy, where formulae begin to act in a more magical manner. Often, formulae within their flasks will glow or hum faintly, as long as their potency still remains.

Musclebind Infusion (Chemist)
Cost: 19 gold
Craft (Alchemy) DC: 20
Gathering DC: 20
Composed of water, wasp poison and crushed stone, this bitter-tasting formula robs a creature of its movement. On contact, any creature who fails their fortitude save is paralyzed for three rounds. If ingested, the effects are somewhat less drastic, but more lasting effect: The drinker, if they fail a fortitude save, loses 1d6 dexterity for 10 minutes, and are stunned for two rounds.

Clearsight Elixir (Chemist)
Cost: 20 gold
Craft (Alchemy) DC: 21
Gathering DC: 20
The Clearsight Elixir has a rather metallic taste to it - understandable, considering that the formula is mostly carrot juice with flecks of zinc added in. On contact, it does nothing, unless the user was hoping for a particularly potent orange dye. When ingested, however, it grants the drinker infra-red vision for a number of rounds equal to 10+the Alchemist's intelligence modifier.
This acts as Darkvision out to 60 ft., sees through magical Darkness and most illusions, and allows the drinker to determine a creature's type, to an extent (constructs and undead, for instance, would mostly show up as blue). At the DM's discretion, a Fireball and other sudden blasts of extreme heat may blind one under such an effect.

Eternity Salve (Chemist)
Cost: 18 gold
Craft (Alchemy) DC: 20
Gathering DC: 20
A transparent, bright cobalt liquid, the Eternity Salve is something of an ambitious misnomer. When applied to any piece of metal, the metal gains 5 hardness and immunity to effects that would destroy it, such as Rusting Grasp, Disintegrate or Shatter, and gains a golden sheen, though it is not actually gold. While the material becomes indestructible for the most part, it can still take damage from Aqua Regia. Weapons and armour that the Eternity Salve are applied to gain a +2 bonus, which does not stack with itself.
The Eternity Salve's duration, unfortunately, is far from what its name would imply: A mere minute per Alchemist level.

Finally, a construct under the effects of this formula gains DR 5/adamantine.

Quicksilver Draught (Chemist)
Cost: 22 gold
Craft (Alchemy) DC: 20
Gathering DC: 22
At times, names are taken rather more literally in Alchemy than they should be. Aqua Regia and Aqua Vitae are two such effects, and the Quicksilver Draught is another. This formula is created from mercury and a small amount of water, into which a horse's hair is dropped. On contact, it improves the subject's agility and coordination for 5 rounds. The effect is identical to a Haste spell, except that the dodge and attack bonuses are increased to 2.
Imbibing a Quicksilver Draught is inadvisable, as it is almost pure mercury, and drinking it immediately causes 1d10+2 constitution damage. Most are wise enough not to drink it willingly or knowingly.

Accelerant Brew (Chemist)
Cost: 21 gold
Craft (Alchemy) DC: 21
Gathering DC: 20
The Accelerant is one of the more situational formulae in an Alchemist's arsenal. When imbibed, it allows the drinker to exhale a cloud of gas, as per a Fog Cloud spell. Any fire within the cloud, however, will cause the cloud to explode, dealing 1d10 fire damage per class level (reflex half, max 10d10) to all within it. Additionally, if the liquefied gasses within are poured on a fire, the fire will explode outwards, doubling in heat and damage, while tripling in size for one round per 10 cubic feet of the fire's original size. At the end of this duration, the fire vanishes.

Strongarm Concoction (Chemist)
Cost: 22 gold
Craft (Alchemy) DC: 20
Gathering DC: 22
A collection of foul-smelling chemicals into which a strip of brass is dissolved, this formula grants the imbiber with +8 strength for a number of rounds equal to 3+the Alchemist's intelligence modifier. However, once the formula's effects wear off, the drinker is fatigued for 10 minutes.

For whatever reason, the brew also has a harmful effect on plants, originally discovered as an accidental side-effect. Small plants, such as grass and flowers, die instantly, while plant creatures take an amount of damage equal to 1d10/class level + the Alchemist's intelligence modifier (max 10d10).

Bottled Hellfire (Chemist)
Cost: 20 gold
Craft (Alchemy) DC: 21
Gathering DC: 20
One more in a series of formulae with misleading names, the Bottled Hellfire formula's original name is long lost, replaced with a nickname it had acquired among Alchemists. On any violent impact, this viscous black liquid explodes into an inferno covering a 20 ft. radius burst, dealing fire damage equal to 1d6/class level+intelligence modifier (reflex halves, max 10d6). If ingested - inadvisable, to say the least - it deals double damage to the drinker, and stuns them for one round.

Panacea (Chemist)
Cost: 19 gold
Craft (Alchemy) DC: 21
Gathering DC: 21
The Panacea, were formulae somewhat more portable, would be an incredibly useful - albeit sickeningly sweet - brew. As it is, it is still quite convenient and potentially life-saving for the Alchemist and their allies. When ingested, it acts as a Remove Disease spell. On contact, on the other hand, it works along the same principles, but in a different direction, instead mimicking a Neutralize Poison spell. Either way, the formula heals the user for 1d6 hit points/class level (max 10d6).

Growth Serum (Chemist)
Cost: 20 gold
Craft (Alchemy) DC: 20
Gathering DC: 22
This serum is typically made from a mixture of potato, water and ground cobalt, making the end result about as drinkable as any other formula. When imbibed, it causes the drinker - and, inexplicably, all their equipment - to grow by one size category. On contact with plants, however, it instead acts as the Overgrowth effect of a Plant Growth spell. Either effect lasts for 1 round/class level+intelligence modifier.

Knockout Gas (Chemist)
Cost: 21 gold
Craft (Alchemy) DC: 19
Gathering DC: 20
At some point, this formula had an entirely different name. This name, however, has been drowned out by the nickname various practitioners of the art have given it. Its state makes this formula impossible to drink. However, on impact, it creates a 20 ft. burst of gas. Any creatures within it must make a fortitude save, or immediately fall unconcious for 10 rounds. However, this does not affect any creatures with more HD than an amount equal to (Alchemist's class level -2, maximum 8).

Repellent Solution (Chemist)
Cost: 20 gold
Craft (Alchemy) DC: 20
Gathering DC: 19
This formula comes in several variants, each with a different set of ingredients, and each attuned to a single type of creature. When crafting a Repellent Solution, the Alchemist chooses a creature type which it applies to. Some types, such as Humanoid, are too varied - as a rule of thumb, anything the Bane enchantment can be applied to may be chosen for this formula. When hurled, a 100 ft. area around the impact point radiates chemical signals designed to repel the targeted type of creature. This effect lasts for 1 hour/class level. Any creatures of that type will avoid the area if at all possible, and if they must enter it, they suffer a -3 morale penalty to attack rolls, saving throws and skill/ability checks.

If ingested, the effect is similar - it is simply centered on the user for the formula's duration, rather than wherever the formula was thrown to.

Placebo (Chemist)
Cost: 19 gold
Craft (Alchemy) DC: 19
Gathering DC: 21
This formula is both one that turns the principles of alchemy on its head to an extent, and yet another misnomer. The Placebo formula contains a collection of mind-affecting chemicals, which fool the drinker - or victim - into believing they have fallen under some manner of effect, chosen by the Alchemist at the time of use.

If ingested, the Placebo +3 either to Armour Class or to all saves, 2d6 temporary hit points, and +6 to any one ability, for 1 round/class level + intelligence modifier. On impact, on the other hand, the effects are reversed - the Alchemist chooses and applies any of the above effects, but as penalties rather than bonuses (the temporary hit points translate into 2 constitution damage).

Adept Formulae
Adept Formulae are some of the more powerful tools at an Alchemist's disposal, and can only be created by an Alchemist of 10th level or higher. Such creations bubble, leap and whirl about in their containers, as if alive and struggling to break free. Most, however, fall still under the cover of darkness, giving the impression that they have fallen asleep.

Liquid Rust (Adept)
Cost: 32 gold
Craft (Alchemy) DC: 25
Gathering DC: 24
Liquid Rust is, in a word, an understatement. This formula, always stored inside cooled flasks to keep it in a liquid state, deals acid damage equal to 1d6/class level+twice the Alchemist's intelligence modifier on contact (max 15d6). Additionally, it dissolves up to three cubic feet of stone, or any metal except gold, and will burn through a similar amount of wood or leather.
Once this formula spends a few moments in the air, it reverts to a gas. All those within 20 feet of it at the time must make a fortitude save or be nauseated for one round.

Finally, should any prove foolish or ignorant enough to drink it, it deals 15d6 acid damage and if the drinker fails a fortitude save, sickens them for one minute.

Blinding Cloud (Adept)
Cost: 28 gold
Craft (Alchemy) DC: 24
Gathering DC: 23
This brew, created from a mixture of several chemicals, including gasses extracted from chili, is one of the few gaseous formulae an Alchemist may call on. When the flask is either broken or unstoppered, the contents occupy a 15 ft. radius burst, dispersing from anything which would disperse ordinary fog. Those who are within the cloud must make a fortitude save each round or go blind until they exit the cloud, and for one minute thereafter.

Ingesting this formula is both difficult and unlikely to cause anything beyond a coughing fit. However, a liquid variant exists, which makes an effective if expensive hot sauce, and is also the preferred version to weaponize for some alchemists, though it only affects a single target.

Steelskin Serum (Adept)
Cost: 27 gold
Craft (Alchemy) DC: 23
Gathering DC: 23
This opaque grey liquid, on contact, imbues the target's skin, carapace or other equivelant with the strength of a certain metal - not gold, of course, as no Alchemist would presume to bottle up perfection - but steel. This grants them DR 15/Adamantine and +5 Natural Armour.

When poured onto the ground, thrown or anything of the sort, the contents expand and harden rapidly, creating a wall of iron-like matter up to thirty feet across, thirty tall, and three inches thick. If its growth in either width or height is impeded, add an inch of thickness for each five feet that its growth was stopped by. Hit points, hardness and the like are the equivalent of a Wall of Iron spell.

Quicksand Blend (Adept)
Cost: 25 gold
Craft (Alchemy) DC: 22
Gathering DC: 24
This formula, typically made from a mix of sand, water and weak acid, softens any stone or stone-like matter that it comes into contact with, as per the Transmute Rock to Mud spell.

If imbibed, the effects are somewhat less desirable. The drinker must immediately make a fortitude save upon drinking it, and once per round thereafter, for a number of rounds equal to the Alchemist's class level + their intelligence modifier. Should they fail the save, the victim immediately spits out a large quantity of mud, coughing uncontrollably. This nauseates the victim for the remainder of the effect's duration and three rounds thereafter, as well as causing them to lose their action. Two consecutive successful saves will free the victim from this effect.

Stormy Brew (Adept)
Cost: 25 gold
Craft (Alchemy) DC: 25
Gathering DC: 23
This formula consists of nine parts water, and one part crushed lodestone, stirred in with a leaf and boiled. When hurled, it expands into a minituare storm. A 50 ft. radius burst is affected by rain and Windstorm-strength winds, as well as 2d6 bludgeoning damage from oversized hailstones each round, for a number of rounds equal to the Alchemist's class level + their intelligence modifier.

If imbibed, the drinker instead gains the ability to fly at twice their base land speed with Good maneuverability for a number of minutes equal to the Alchemist's class level + their intelligence modifier.

False-Life Vapors (Adept)
Cost: 400 gold
Craft (Alchemy) DC: 25
Gathering DC: 27
The infamous False-Life Vapors tend to vary in their composition, but a popular recipe involves dissolving bone dust into oil, then heating it to the point of vaporization. If imbibed (or rather, inhaled), the drinker gains +4 constitution, is healed by negative energy, and is immune to critical hits. If the formula is instead thrown, any corpses within 30 feet of the point of impact are reanimated as either zombies or skeletons with the same number of HD. These are always under the Alchemist's control.

The effects of these chemicals are, perhaps fortunately, rather short-lived, expiring after 1 round/class level+intelligence modifier.

Contagion Flask (Adept)
Cost: 23 gold
Craft (Alchemy) DC: 23
Gathering DC: 22
The Contagion Flask is rather unusual, in that it contains a good deal of living bacteria, along with the usual inorganic chemicals and poisons. When imbibed, it deals 2d6 constitution damage, and sickens the drinker for 1d4 rounds.

On contact, the effect is considerably more widespread. The victim must make a fortitude save when hit, and each round thereafter, for 3 rounds. If they fail, they are nauseated for that round, and take 1d4+1 constitution damage. Additionally, any creature moving within five feet of an affected victim must make a fortitude save or be affected themselves, as if hit with a Contagion Flask. Alchemists are advised to use this formula with care, as it can infect allies as well.

Note: It is possible for one victim to be infected multiple times by the same Contagion Flask.

Woundstitcher Balm (Adept)
Cost: 27 gold
Craft (Alchemy) DC: 23
Gathering DC: 24
One of the most potent healing methods modern alchemy has to offer, the Woundstitcher Balm - a formula consisting of large amounts of honey and herbs, with a small amount of boiled water - heals 10 hit points per class level (max 130), and an additional five per point of intelligence modifier when imbibed. On contact, on the other hand, it immediately begins to mend the subject's skin, bones and muscle, even as new wounds are sustained, granting them Regeneration 10/fire and acid, for 1 round/class level + intelligence modifier.

The contact effect of this potion, much like true regeneration, can be used to reattach limbs and the like, but only if this is used instead of the normal Regeneration effect.

Mindboggle Fumes (Adept)
Cost: 28 gold
Craft (Alchemy) DC: 23
Gathering DC: 23
The last and most potent of the Alchemist's mental chemicals, the Mindboggle Fumes, much like the Knockout Gas, cannot be ingested. If thrown, however, it expands into a 50 ft. cloud of bright blue gas. Any who inhale it must make a will save or be confused for as long as they stay in the cloud (which persists for 1 round/class level + intelligence modifier, though a strong wind can disperse it), and for three rounds thereafter. A new save is permitted every two rounds.

Sovereign Bond (Adept)
Cost: 300 gold
Craft (Alchemy) DC: 25
Gathering DC: N/A
The Sovereign Bond (formerly Sovereign Glue, but renamed to avoid confusion) formula is the subject of much controversy - mostly on the subject on whether the alchemical or magical version came first. Whatever the truth may be, there is no doubt that the alchemical version is more effective... in the right hands, at any rate. It is considerably cheaper to craft, and moreover, the bottle is pre-treated so that there is no need to apply any additional chemicals to keep it from adhering to the flask.

Master Formulae
Master Formulae represent the pinnacle of, if not alchemical arts as a whole, at least the most oft-used applications of it. Formulae of this sort of power are highly unstable, requiring that they not be tampered with in any way, and constantly change smell, taste and colour, often firing off sparks and strange sounds.

Anima Elixir (Master)
Cost: 10,000 gold
Craft (Alchemy) DC: 30
Gathering DC: N/A
This powerful formula, made from quintessence, gold and powdered chunks of flawed Philosopher's Stones, are capable of restoring the dead to life, being essentially weaker versions of the true elixir of life. When ingested, the drinker accomplishes nothing, beyond consuming an expensive and revolting brew. On contact, however, it is capable of raising a corpse from the dead, in a manner identical to a Resurrection spell.

Lightning In A Bottle (Master)
Cost: 51 gold
Craft (Alchemy) DC: 29
Gathering DC: 28
A somewhat different and more powerful take on the Stormy Brew, this formula, when hurled, explodes into a massive blast of sound. This deals 1d12 damage per class level (and an additional 3 damage per point of intelligence modifier) in a 30 foot burst (reflex halves) and stuns those in the area for 2 rounds (fortitude negates). Additionally, fragile objects and such within 100 feet shatter - glass, for example -, and those within 100 feet must succeed at a fortitude save or be deafened for an hour.

If imbibed, the effects are considerably more beneficial. The drinker gains the ability to use Lightning Bolt, as the spell, at will (caster level equal to the Alchemist's class level). Additionally, they gain Sonic and Electricity immunity, +6 dexterity, and deal 8d6 electricity damage (reflex halves) to any who strike them in melee range, for a duration of 1 round/class level + intelligence modifier.

Heroism Tonic (Master)
Cost: 49 gold
Craft (Alchemy) DC: 28
Gathering DC: 29
Contrary to what the name might imply, this formula does not impart any altruism or bravery to the drinker. Instead, it acquired its current name due to the ability to supposedly make anyone capable of heroics. The effect is the same both on contact and when drunk: The subject gains +8 to their ability scores, allocated as they see fit. In addition, they gain either DR 10/- or a +4 dodge bonus to their armour class. Furthermore, they gain a +3 bonus to all saving throws, and either +4 to all damage and attack rolls, or +3 to the save DC of all spells cast. These effects last for 1 round/class level + intelligence modifier.

Liquefaction Draft (Master)
Cost: 51 gold
Craft (Alchemy) DC: 29
Gathering DC: 27
At once one of the strangest and most horrifying formulae an Alchemist has access to, the Liquefaction Draft is one of the only formulae with a lasting effect. If imbibed, it simply gives the drinker acid immunity, as well as an additional +3d6 acid damage on all their attacks, and the ability to breathe a line of acid with a 60 ft. range (1d6/class level damage, ref half).

The effect when one touches it, however, is considerably worse. The victim must immediately make a fortitude save at a -3 penalty, or be transformed into a Gelatinous Cube of the same size as their previous shape, at the same amount of hit points. Any feats, class levels and the like are lost, and the victim is only barely sentient, a gelatinous cube in all respects save that it dimly remembers its past form. Beyond this, however, it has no higher brain functions, and no particular loyalties. Should the victim succeed at their save, they instead take 10d6 acid damage.

This transformation cannot be reversed by anything less than a Miracle or Wish spell, or equivalents thereof.

Azoth (Master)
Cost: 52 gold
Craft (Alchemy) DC: 27
Gathering DC: 28
One of the ingredients involved in the creation of the Philosopher's Stone, Azoth is, among other things, a powerful healing agent. When ingested, it heals 2d6/class level + 3 times intelligence modifier (max 40d6) hit points, and cures any other ill effects that a Heal spell might cure.

On contact, Azoth lives up to its other function - that of a universal solvent. It will dissolve Tanglefoot bags, Sovereign Glue, Sovereign Bonds and so forth. In addition, it will also dissolve (1 cubic foot/class level + intelligence modifier) of any material at all.

Putrefaction Brew (Master)
Cost: 49 gold
Craft (Alchemy) DC: 26
Gathering DC: 28
The Putrefaction Brew is, simply put, not for the faint of heart. Fortunately, this provides no problem at all for the average Alchemist. When ingested, it causes 3d6 constitution damage immediately, with no saving throw.

On contact, however, there is some hope - the victim is allowed a fortitude save. Should they fail it, they take a -10 penalty to armour class, as well as all attack rolls and skill/ability checks, as well as -10 to any one save, for 1 round/class level + intelligence modifier. Additionally, they take 3d6 damage each round, as their form quite literally crumbles away.

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Boosters

Boosters are a curious subsection of formulae. On their own, they do nothing, but are highly unstable. In conjunction with other formulae, however, they enhance the quality of whatever they are added to. They require more power to sustain, unfortunately, and often take up more "slots" than a single formula would (the exact amount is listed for each booster). Additionally, they are highly unstable, and unless used within 10 rounds of being added to a formula (a move action), they lose their effects entirely.

Finally, the more powerful - and considerably less stable - formulae cannot handle quite as much tampering. Novice formulae can take up to three boosters per formula, while chemist formulae take up to two, and adept formulae only two. Master rank formulae can barely stay together as they are, and as such are incompatible with boosters. While it is technically possible to add more boosters than a formula can handle, doing so is highly inadvisable (the exact effects are left to the DM).


Booster: Widen Area (Chemist)
Cost: 21 gold
Craft (Alchemy) DC: 20
Gathering DC: 19
Slots: 1
When applied to a formula that covers an area, this booster increases its spread, doubling the area it affects.

Booster: Empower (Adept)
Cost: 29 gold
Craft (Alchemy) DC: 26
Gathering DC: 24
Slots: 2
When applied to a formula with a numeric effect, this booster adds 50% of the maximum effect to the number rolled for the formula, much like the Empower Spell feat.

Booster: Maximize (Master)
Cost: 49 gold
Craft (Alchemy) DC: 28
Gathering DC: 29
Slots: 3
When applied to a formula with a numeric effect, this booster maximizes all variable, numeric effects. This stacks with Booster: Empower.

Booster: Alteration (Chemist)
Cost: 19 gold
Craft (Alchemy) DC: 19
Gathering DC: 22
Slots: 1
When applied to a formula that deals any form of energy damage, this booster changes it to any one chosen type of energy damage instead: Either Acid, Fire, Electricity or Cold.

Booster: Knockback (Adept)
Cost: 27 gold
Craft (Alchemy) DC: 27
Gathering DC: 26
When applied to any formula at all, this booster allows the resulting formula to, when hurled at a creature of Large size, knock them back 30 feet with a small, forceful but harmless explosion. Increase the distance by 5 feet for each category by which the target is smaller than Large size, and decrease it by 5 feet for each size category that it is larger by.

For example, a Gargantuan creature would move 20 feet, while a Diminutive target would move 50 feet.

Cogwheel
2009-11-23, 05:23 AM
Formula Sprayer
Before you is a strange, tube-like contraption, with six cylindrical hollows, a collection of pipes, a stock and a trigger.
There comes a time when every Alchemist realizes that simply hurling their creations is not enough. Fortunately, Alchemists are an inventive sort, and so the Formula Sprayer is often created to solve this dilemma.


The Sprayer holds up to six vials at a time, containing any liquid or gas of the Alchemist's choice. it resembles a large cylinder, rather similar to any gun-like mechanism that might be used to fire such substances. When used (a standard action), it fires the contents of any one of the vials inside, with a ranged increment of 100' and a bonus of +6 to hit. Loading a flask into the Sprayer is a full-round action. If the contents of the flask are gaseous, it is instead sprayed out in a 20 ft. cone. Using the Formula Sprayer negates any of the effects from Power Throw. Formula Sprayers are treated as an exotic weapon by all classes except Alchemists. Creating a Formula Sprayer requires a Craft (Alchemy) check at DC 22.
Faint Universal; CL 1st; Brew Potion; Creator must be an Alchemist of 7th level or higher; Booster: Knockback; 10,000 gp


Hazard Suit
This seems like a strange cross between a lab coat and plate mail, a silvery foil-like suit, mask and helmet, with plates of armour added here and there.
An Alchemist typically wears clothing highly resistant to all manners of hazardous chemicals that they deal with on a daily basis. It does not take much to change this into a form of armour. The Hazard Suit requires a feat to be proficient in for anyone but an Alchemist, and grants an armour bonus of +7, with a maximum dexterity bonus of +2. It also bestows a -6 armour check penalty, and 15 cold/sonic/fire/electricity resistance, as well as immunity to acid and any formulae created by the same Alchemist. Finally, it grants immunity to contact and inhaled poisons, as well as any any harmful effect that relies on inhaling anything.

Note that the Hazard Suit does not guard against the formulae of an Alchemist other than the creator.

Strong Abjuration; CL 8th; Brew Potion; Craft Magic Arms And Armour or be an Alchemist of 12th level or higher; Steelskin Serum; 30,000 gold.

Cogwheel
2009-11-23, 05:29 AM
You may now begin posting. In fact, please do. I'll be editing formulae in as soon as I finish this post and stop my brain from melting after that first post, likely by means of collapsing for a bit. In any case, a critique is sorely needed, though it's a work in progress. Ideas for formulae are also appreciated, though I suspect those will have to wait until I post a few to use as examples. Feats, magic items, and any other ideas that you can come up with are also good. Really, I cannot possibly get enough help with this, especially formula-wise.

Now for the credits/people who helped me work on this monstrosity. Dracodei gets credit for helping with the Formula Sprayer (though I already had the idea in my head) and first suggesting the Hazard Suit, as well as being partly responsible for the Liquid Rust formula. Eurus came up with Hydraulics, and inspired Thermo/Aerodynamics in the process, as well as suggesting Liquid Rust. Lord_Gareth has helped a great deal too, by allowing me to steal the framework of the Formula system (I stole and modified the brew system for his Witch Doctor class).

More credits: DracoDei again, for the Accelerant Brew and the Cocoon Solution. Eurus, for the whole idea of Booster formulae(coming soon, as of the time of writing). Balketh, for the Stormy Brew, Sleepless Draught, Liquefaction Draft and Contagion Flask.


In any case, I'll get to work on this class again soon, and hopefully have some feedback to answer. For Science.

BizzaroStormy
2009-11-23, 06:28 AM
Before reading, please not that I am, by nature, very blunt. so please dont take my critquing personally.

First off, the fool's gold ability seems a little pointless.The formula sprayer doesn't really seem like it should be an ability, but more of just an item. Same goes for the hazard suit. Honestly, you'd probably be better off sticking a "bonus feat" slot in areas like those.

Also, I really can't get a good understanding of what this class actually does. from what I can make out, the MO creates items similar to alchemist's fire, thunderstones, ect. Which, to be honest is pretty cool but seems more like a prestige class kind of thing.

I'll wait till you get the formulae up to make my descision on that though.

Cogwheel
2009-11-23, 06:59 AM
Before reading, please not that I am, by nature, very blunt. so please dont take my critquing personally.

First off, the fool's gold ability seems a little pointless.The formula sprayer doesn't really seem like it should be an ability, but more of just an item. Same goes for the hazard suit. Honestly, you'd probably be better off sticking a "bonus feat" slot in areas like those.

Also, I really can't get a good understanding of what this class actually does. from what I can make out, the MO creates items similar to alchemist's fire, thunderstones, ect. Which, to be honest is pretty cool but seems more like a prestige class kind of thing.

I'll wait till you get the formulae up to make my descision on that though.

Firstly, that's not blunt. Or maybe it is, but I know some people who get considerably blunter than that. When I get the sort of warning you gave, I start to expect a whole lot of sarcasm and vitriol, though that doesn't usually come with a warning :smalltongue:

Second, Fool's Gold. It's there to add an earth-based ability, and add a small tie-in with gold while you're at it. But pointless? Hardly. Like the other elemental abilities, you're supposed to use your imagination. For instance, you could bridge a small chasm with it. Or make a wall, or spikes to impale your enemies. You could create a dome, to trap people, like a somewhat more destructible version of Resilient Sphere. Or you could collapse said dome on someone to deal a fair bit of damage - gold, while soft, is also heavy. You don't want it to fall on you.

There are uses. I didn't spell it out because I can't cover everything, and because I want people to get creative with it.

The hazard suit and formula sprayer... well, I'll give you that much. But no feats currently exist that would serve an Alchemist particularly well. Plus, as magic items, these would be somewhat hard to replicate - many magic items require a feat and some spells to craft, which would be a lot of trouble for an Alchemist. I want this to be easy. There's also another factor - it's powerful. Cheap, too, considering how useful it is, but there's really no way of getting one without making it yourself, which makes it more of an optional class feature. I admit it's not the best of ideas, but it fits what I want better than any other way of going about it.

If it helps, I have seen other homebrew classes and (don't quote me on this, my memory's failing) one WotC class - possibly a PrC - that had craftable items like this as a class feature. Can't remember which ones, bu they were there, and served as the inspiration for this.

The class's role? Well, it's basically support (debuffing, buffing, battlefield control, the last one only to a small extent), plus some blasting. Most of that comes from the formulae, and the Quintessence-powered abilities provide some swiss army knife-esque functions as well. Though really, that and the Homunculus are mostly there to give some abilities that they don't need to prepare.

Alchemical items are, frankly, awful. I don't bother with them. The D&D alchemy system being a horrific failure is part of why I decided to make this class. That, and I'm a fan of alchemy. In any case, thunderstones and such are made easier to craft, but won't enter into the class that much. Lastly, a little nitpick: Despite the somewhat confusing title (my fault there, sorry), the class is called the Alchemist, not the Magnum Opus. Sorry >_>


Anyway, thanks a lot for the help. I apologize if I sound overly defensive here, I don't mean to. Always nice to get some help with these things - after all, criticism is always useful, as long as it's constructive. So thanks again :smallbiggrin:


P.S. Got a DM post to make, after which I will begin editing formulae in.

BizzaroStormy
2009-11-23, 07:38 AM
Ah, i wasnt seeing the use in fool's gold because no scale was mentioed in the entry. On a large scale like that it becomes much more useful/

Cogwheel
2009-11-23, 08:00 AM
Ah, i wasnt seeing the use in fool's gold because no scale was mentioed in the entry. On a large scale like that it becomes much more useful/

I figured you can shape a certain amount of material, and anything you do with it is fine, as long as it originates from roughly the same point as the original material did, and has no more cubic feet than it used to.

In any case, I'll get back to editing formulae in after this. There should be about 10, to start with. I have more ideas, obviously, but I shouldn't keep people waiting for too long:smalltongue:

Note to self: Make bonuses to Alchemy checks apply to making poison as well, once formulae are edited in.

Cogwheel
2009-11-23, 08:51 AM
At the risk of double-posting, formulae are up. 10 of them, specifically. I will post more within the next 24 hours, as it's late now. Yes, I realize that there are no Master formulae just yet.

Fortuna
2009-11-23, 02:21 PM
Now, notice that I have little experience with 3.5, but this is what I come up with off the top of my head. Firstly, it seems a bit excessive to grant total immunity to poison at first level. Secondly, the formulae seem quite strong as well, since you can manufacture them all day long on your off days. And finally, I personally get a knee-jerk reaction to the capstone.

It's a neat idea, but IM(V)HO it seems a bit overpowered.

Cogwheel
2009-11-23, 02:41 PM
Now, notice that I have little experience with 3.5, but this is what I come up with off the top of my head. Firstly, it seems a bit excessive to grant total immunity to poison at first level. Secondly, the formulae seem quite strong as well, since you can manufacture them all day long on your off days. And finally, I personally get a knee-jerk reaction to the capstone.

It's a neat idea, but IM(V)HO it seems a bit overpowered.

The capstone: It's largely a watered down version of the Dread Necro capstone, which is considered good, but not overpowred.

Poison immunity: It's my take on Poison Use. Somewhat more powerful, yes, but it's commonly seen on the first level of PrCs, and some base classes get poison immunity early too, though admittedly not this early. They still need to worry about ability damage from any other source, to be fair, including disease.. I can see why you're worried, but I don't think it's that bad. Helps that it's not first level like you think, but second.


On formulae: You can only carry a certain amount, and you have to have them beforehand. They're a little strong, maybe, but they should be. The fact is that without them, this class can't do much except with Quintessence abilities and their Homunculus. The Formulae are to them what spells would be to others. Formulae are weaker, however, and don't give you many "spell slots", so to speak, as you can only carry so many around. Oh, and they need to be prepared some time in advance as opposed to regenerating automatically with rest. Plus, they cost. It really is like spells but weaker.

Mind you, they should be weaker. The Alchemist gets other useful class features, and spells are mostly broken anyway. If certain formulae are overpowered, I'll gladly hear out any issues you have with them. The system itself, though, is fine as I see it... though I suppose I could put something in about formulae spoiling after a couple days, if necessary.


While I could throw out the old "they're weaker than sorcerors/wizards/druids/clerics/whatever" excuse, I'd rather not. Those power levels are something to avoid, not get even with >_> However, I am trying for a power level about equal to marshal adepts, give or take a bit for leeway's sake, obviously.

Fortuna
2009-11-23, 02:56 PM
If you say so. As I mention in both my sig and that post, I am far from being expert. How many formulae can you carry? Also, perhaps you could have it so that they are fragile, and likely to break if, say, you take a fall (just an idea, depending on how many you can carry.)

BizzaroStormy
2009-11-23, 03:27 PM
It says that an alchemist can carry their level +3 formulae at once. And since they're kept in vials, they're already pretty fragile especially the liquid nitrogen.

DracoDei
2009-11-23, 09:22 PM
Some grammatical/formatting issues...

Expertise II: The time required to craft formulae is halved. Additionally, the gold cost to create anything else with Craft (Alchemy) checks is reduced by 25%. This does not apply to the Formula Sprayer, Philosopher's Stone, or Hazard Suit.
You need to add the underlined text.

Your formatting with the Red and Yellow levels of Magnum Opus doesn't match the formatting for the Black and White levels.

When failing an attempt to recreate a destroyed Philosopher's Stone, how much materials, XP, and/or time are wasted? The standard half of the materials? None of the XPs? Note that I THINK a DC 30 should actually be fairly easy by that level... also, I am not sure that I entirely approve of the fact that it encourages one-time suicide... could be good flavor, but I am thinking "No", just grant the abilities as soon as you make it the first time (which might take longer).

The wording on the costs for the Homoculus (First type/level/grade) is misleading as you give the costs before you mention that only the replacements really HAVE a cost. Also, can the alchemist pick the mix of racial HD and class levels? Third I think that the sentence about allowed classes would be better read as "A homoculus may gain levels of Fighter, Barbarian, Monk and Rogue, but any other class is allowed only with GM approval."

Given any prolonged period of down time, an alchemist will basically end up with unlimited Quintessence.

Fools gold can be broken by spiderwebbing out gold threads every which way from the main construct I think.


Aqua Vitae should probably read "on contact with air".... which makes it very hard to drink!

And... that is all I feel like doing for the moment.

Cogwheel
2009-11-23, 11:32 PM
Some grammatical/formatting issues...

You need to add the underlined text.

Your formatting with the Red and Yellow levels of Magnum Opus doesn't match the formatting for the Black and White levels.

When failing an attempt to recreate a destroyed Philosopher's Stone, how much materials, XP, and/or time are wasted? The standard half of the materials? None of the XPs? Note that I THINK a DC 30 should actually be fairly easy by that level... also, I am not sure that I entirely approve of the fact that it encourages one-time suicide... could be good flavor, but I am thinking "No", just grant the abilities as soon as you make it the first time (which might take longer).

The wording on the costs for the Homoculus (First type/level/grade) is misleading as you give the costs before you mention that only the replacements really HAVE a cost. Also, can the alchemist pick the mix of racial HD and class levels? Third I think that the sentence about allowed classes would be better read as "A homoculus may gain levels of Fighter, Barbarian, Monk and Rogue, but any other class is allowed only with GM approval."

Given any prolonged period of down time, an alchemist will basically end up with unlimited Quintessence.

Fools gold can be broken by spiderwebbing out gold threads every which way from the main construct I think.


Aqua Vitae should probably read "on contact with air".... which makes it very hard to drink!

And... that is all I feel like doing for the moment.

Magnum Opus/formatting: Thank you for noticing my stupidity. That'll be fixed when I have a moment.

Transformation: You raise a good point. While it works better as it is flavour-wise, I'll change it to give the bonuses right away.

Philosopher's Stone: Now that you mention it, probably half the gold and no XP, since that's a lot of XP to throw around. I do realize it seems easy to make: The idea is that the philosopher's stone isn't amazingly difficult to make per se. It just takes a lot of materials. That, and the really difficult part is figuring out how to do it in the first place. It's like being given all the machinery and raw materials necessary to make a laptop. Sure, it's hardly impossible, once you get the hang of it, but most people wouldn't know where to start.

Well, that, and it only functions because the Alchemist thinks it does, which means they don't need to be creating anything more than a resilient rock.

Quintessence: That's a really, really huge blunder. Thanks for catching that. I'll just say that the Alchemist believes that old quintessence "spoils" after a day. Easiest solution. It's only bottled water anyway >_>

Homunculus: Consider it fixt.

Aqua Vitae: Point. I should fix that... I'll just say that only violent impact causes it to catch fire. That should help.

Lastly, Fool's Gold. While spiderwebbing it would help, and I could specifically ban it if you want, how would it be broken? It still only lasts for a little while, and it's essentially the Stone Shape spell. Which, as I remember it, is a spell that almost no one ever bothers taking.

Anyway, thanks! Very helpful. I'll get to editing soon... or not so soon, if lunch comes up. More formulae should be available today, too.


Random: Don't worry, you've made some rather more reasonable calls than a lot of experienced DMs/players I can think of. I don't think the Alchemist is, at its core, particularly overpowered, but a lot of its abilities are flashy enough that they certainly come off as such.

DracoDei
2009-11-24, 01:10 AM
It still only lasts for a little while, and it's essentially the Stone Shape spell. Which, as I remember it, is a spell that almost no one ever bothers taking.

You must play a VERY different game from the ones I do... Very good spell for by-passing barriers.

Cogwheel
2009-11-24, 01:33 AM
You must play a VERY different game from the ones I do... Very good spell for by-passing barriers.

Oh no, I realize that it's quite useful. All I'm saying is that generally speaking, it's not a spell I see anyone taking. But anyway, how might it be abused, any more than a decent 5th level spell with some restrictions attached?

Temotei
2009-11-24, 02:17 AM
Fool's gold could easily be abused by evil alchemists. Yum. :smallamused:

Cogwheel
2009-11-24, 02:30 AM
Fool's gold could easily be abused by evil alchemists. Yum. :smallamused:

At level 20, you have 15 vials of Quintessence to drink. Drink down all 15, and even assuming that this is done instantly rather than taking a move action each, you still only have 14.5 minutes to take a chunk off the massive gold construction you made, take it to a shop/buyer of any sort, negotiate a price, sell it and run. It's possible if you really try, by level 20, but hardly easy. And you'll have a lot of angry people after you once it turns back into rock or whatever.

Milskidasith
2009-11-24, 03:01 AM
This is really, really weak. The abilities scale poorly and aren't even good when you get them. 1d6+int modifier is a terrible attack, and you're stuck with that at level 4. At level 5, you get the ability to possibly let you CDG the enemy, and that's it for combat utility.

Cogwheel
2009-11-24, 03:03 AM
This is really, really weak. The abilities scale poorly and aren't even good when you get them. 1d6+int modifier is a terrible attack, and you're stuck with that at level 4. At level 5, you get the ability to possibly let you CDG the enemy, and that's it for combat utility.

I'm getting rather mixed signals here.. Several have told me that the formula system is overpowered (most of them off the forum) while you're telling me it's too weak. Hm.. I guess I should make the formulae scale, at least up to the level where you get access to the next rank?

Edit: The paralysis thing isn't it for Chemist formulae in combat, even if you don't count the hasting and equipment buffing. There are many, many more formulae to come.

Cogwheel
2009-11-24, 03:11 AM
Two Chemist formulae have been added (Accelerant Brew mostly by DracoDei, editing the credits later). Formulae have been made to scale, and the Eternity Salve now buffs constructs. More formulae to come once I have a bit of time.

DracoDei
2009-11-24, 09:25 AM
Have you considered that it might be underpowered at low levels, and over powered at higher levels?


BTW: Carrying capacity is unlikely to serve as a serious limit to an alchemists firepower I should think (at least until you get the sprayer).

Cogwheel
2009-11-24, 10:17 AM
Draco: Overpowred later? Possibly, but I doubt it. And if so, that can be fixed. Underpowered at first, certainly - until level 8 (and, more so, 9), you're basically helpless after running out of formulae. I fixed this by adding the Noxious Flask ability.

New formulae are up as well. Bottled Hellfire, Panacea, Farstrider Infusion, Flask of Jitters, Stormy Brew, Steelskin Serum, Quicksand Blend and possibly something else I'm forgetting.

Also: Hazard Suit and Formula Sprayer will eventually be replaced, albeit not with anything all that interesting. However, making more formulae comes first.


Oh, and Draco, what exactly is it that worries you about higher levels?


One last thing, almost forgot. What do you mean by carrying capacity? If you mean the amount of formulae you can carry around, I suspect it's about as limiting as spell slots/power points, possibly more. If you mean actual weight.. nah, I doubt it'll be an issue.

DracoDei
2009-11-24, 10:31 AM
Oh, and Draco, what exactly is it that worries you about higher levels?
Nothing at all that I can see. I was merely proposing on of several hypothesis that could explain way some people would be saying it was overpowered and another group that it was underpowered.

As for carrying capacity, I meant weight, which some people earlier in the thread had proposed as a limiting factor.

Cogwheel
2009-11-24, 11:15 AM
Nah, weight wouldn't do it.

As for the different reactions, I suspect the underpowered thing was about the lower levels (entirely correct, now hopefully fixed), while anyone saying it was overpowered was probably just caught off guard by the formula system. It is a rather unusual system, after all. If there's anything overpowered here, I assume it would be specific formulae or class features, not the class as a whole.

Anyway, thank you again to everyone who's helped with this class. I'll get to some further editing tomorrow - got plenty of ideas lined up, just not the willpower to post them at 1 AM.

Cogwheel
2009-11-25, 06:27 AM
Posted the Cocoon Solution, Sleepless Draught, Growth Serum, Woundstitcher Balm, False-Life Vapors, Contagion Flask, Anima Elixir, Lightning In A Bottle, Liquefaction Draft and Heroism Tonic formulae. More to come eventually, including boosters - essentially metamagic for formulae.

togapika
2009-11-25, 11:41 AM
How long do you retain the benefits of the heroism tonic?

Cogwheel
2009-11-26, 01:08 AM
How long do you retain the benefits of the heroism tonic?

..Right. I'm a complete idiot, sorry about that. 1 round/class level+int mod, as ever. Editing it in now. Also adding the boosters, and 12 new formulae besides... if time and my patience allow it >_>

Cogwheel
2009-11-26, 06:30 AM
New content!

Heroism Tonic has been fixed. Formula Sprayer and Hazard Suit are now magic items. Azoth, Putrefaction Brew, Mindboggle Fumes, Sovereign Bond, Knockout Gas, Repellent Solution, Placebo, Terror Flask and Liquid Sunshine have been added to the formulae, along with 5 boosters. Ok, so I made a mistake - not quite 12 formulae, but it'll do.

Oh, and Homunculus III gained a new ability you can choose from the list, while Formula Sprayer and Hazard Suit have been replaced with Brew Potion and Potion Specialist, respectively.


Anyway. I believe that, unless I decide to make new formulae/feats, or something needs balancing, we're done here. Thanks again to everyone who helped! :smallbiggrin: If anyone still has something they want to say about the class, that's more than welcome.

munchlord
2009-11-27, 05:03 AM
Dude..... get someone to start a gestalt game (preferably level 6+) so I can run Martin as an Alchemist//Artificer!

I love this piece of work (like pretty much any piece of work you've done thus far) and it's certainly getting bookmarked.

Also, I'll get back to you with ideas for feats/formulae. I think I can come up with a few ;)

This also is immensely amounts of utter perfect for the Syndicate of Flesh from my homebrew campaign setting. ((Yeah, those guys who invented the Choker, the Chuul and Big T))

EDIT:
With danger of sounding like I'm a simic guildmage in disguise, why not venture into the bioalchemical/mutational?

Stuff that grants temporary tentacles, extra limbs, tail, wings, extended tongue, extended/extendable limbs, natural weapons, extra eyes, chameleon-skin etc.?

Add a booster version of permanency (with a limited list of applicable formulae naturally) and let the competition for freakiest humocoli of the year commence ^^

Scholar23
2010-05-31, 06:02 PM
the perfect class

Dencero
2010-06-01, 05:00 PM
An indepth class that has the right amount of flavor, class abilities, and choices that make it something good. Honestly, I don't see how it could be overpowered, or weak. It's right in the middle, in my eyes.

Also, the Fool's Gold Ability seems like it would be practical and fun for roleplaying. Good way to piss off a tavern owner if the gold pieces you just handed him turn back to copper or brass as the party slips into dreamland. All without him knowing, hopefully.