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The Anarresti
2010-05-01, 01:54 PM
The Alchemist


Level BAB Fort Ref Will 0lvl1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 5 3 - - - - - - -
2nd +1 +0 +0 +3 6 4 - - - - - - - -
3rd +2 +1 +1 +3 6 4 3 - - - - - - -
4th +3 +1 +1 +4 6 5 4 - - - - - - -
5th +3 +1 +1 +4 6 5 4 3 - - - - - -
6th +4 +2 +2 +5 6 5 5 4 - - - - - -
7th +5 +2 +2 +5 6 6 5 4 3 - - - - -
8th +6/+1 +2 +2 +6 6 6 5 5 4 - - - - -
9th +6/+1 +3 +3 +6 6 6 6 5 4 3 - - - -
10th +7/+2 +3 +3 +7 6 6 6 5 5 4 - - - -
11th +8/+3 +3 +3 +7 6 6 6 6 5 4 3 - - -
12th +9/+4 +4 +4 +8 6 6 6 6 5 5 4 - - -
13th +9/+4 +4 +4 +8 6 6 6 6 6 5 4 3 - -
14th +10/+5 +4 +4 +9 6 6 6 6 6 5 5 4 - -
15th +11/+6/+1 +5 +5 +9 6 6 6 6 6 6 5 4 3 -
16th +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 5 5 4 -
17th +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 5 4 3
18th +13/+8/+3 +6 +6 +11 6 6 6 6 6 6 6 5 5 4
19th +14/+9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 5
20th +15/+10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6

Alignment: Any
Hit Die: 1d6
Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, the Alchemist may select a bonus feat, which must either a Metamagic, Item Creation or Spell Focus feat.
Anatomical Knowledge: Due to their training in humanoid anatomy, all Alchemists receive all cure X wounds and inflict X wounds as bonus spells known whenever he can normally cast spells of that level. This includes the mass versions of these spells.
Bonus Language:An Alchemist can replace any one of his racial bonus languages with Gnomish. The Gnomes invented Alchemy, so the large majority of students of Alchemy learn their language in order to study with the masters of the Art.
Class Skills:Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually), Profession (Wis), Spellcraft (Int)
Proficiencies:Alchemists are proficient with light armor, light shields and simple weapons. They may ignore the spell failure chance for light armor, and may burn a feat to ignore the spell failure chance from medium armor.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier



Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2 - - - - - - - -
2nd 4 2 - - - - - - - -
3rd 4 3 1 - - - - - - -
4th 5 3 2 - - - - - - -
5th 5 4 2 1 - - - - - -
6th 6 4 3 2 - - - - - -
7th 6 5 3 2 1 - - - - -
8th 7 5 4 3 2 - - - - -
9th 7 5 4 3 2 1 - - - -
10th 8 5 5 4 3 2 - - - -
11th 8 5 5 4 3 2 1 - - -
12th 9 5 5 4 4 3 2 - - -
13th 9 5 6 5 5 3 2 1 - -
14th 9 6 6 5 5 4 3 2 - -
15th 9 6 6 5 5 5 3 2 1 -
16th 10 6 7 6 6 5 3 3 2 -
17th 10 7 7 6 6 5 4 3 3 2
18th 10 7 7 6 6 6 4 4 4 3
19th 11 7 8 7 7 7 5 5 4 4
20th 11 8 8 7 7 7 6 5 4 4



Spell List
0th:Cure Minor Wounds, Detect Magic, Detect Poison, Inflict Minor Wounds, Guidance, Light, Mending, Create Water, Purify Food and Drink, Resistance, Virtue, Flare, Arcane Mark, Prestidigitation

1st:Obscuring Mist, Magic Stone, Burning Hands, Animate Rope, Cure Light Wounds, Deathwatch, Detect Undead, Endure Elements, Entropic Shield, Hide From Undead, Alchemical Shield, Jump, Longstrider, Hold Portal, Identify, Enlarge Person, Reduce Person, Alarm, Cause Fear, Protection From Harm

2nd:Wind Wall, Soften Earth and Stone, Produce Flame, Fog Cloud, Wood Shape, Bear’s Endurance, Bull’s Strength, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Eagle’s Splendor, Fox’s Cunning, Gentle Repose, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shatter, Silence, Sound Burst, Status, Barkskin, Chill Metal, Heat Metal, Warp Wood, Alter Self, Darkvision

3rd:Animate Dead, Blindness/Deafness, Contagion, Continual Flame, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Magic Circle, Meld Into Stone, Obscure Object, Magic Vestment, Protection From Energy, Remove Blindness/Deafness, Remove Disease, Water Breathing, Gaseous Form, Stone Shape

4th:Control Water, Cure Critical Wounds, Deathward, Dimensional Anchor, Dismissal, Freedom of Movement, Giant Vermin, Imbue With Spell Ability, Inflict Critical Wounds, Greater Magic Weapon, Neutralize Poison, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Wings, Spike Stones, Wall of Fire, Minor Creation, Wall of Ice, Polymorph

5th:Break Enchantment, Mass Cure Light Wounds, Disrupting Weapon, Mass Inflict Light Wounds, Plane Shift, Scrying, Slay Living, Spell Resistance, Symbol of Pain, Symbol of Sleep, True Seeing, Lesser Planar Binding, Control Winds, Wall of Stone, Fire Shield, Ice Storm, Fabricate, Permanency, Baleful Polymorph, Transmute Mud to Rock, Transmute Rock to Mud

6th:Planar Binding, Chain Lightning, Summon Vehicle, Stoneskin, Fire Seeds, Cone of Cold, Major Creation, Animate Objects, Antilife Shell, Banishment, Mass Bear’s Endurance, Blade Barrier, Mass Bull’s Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Mass Eagle’s Splendor, Mass Fox’s Cunning, Forbiddance, Glyph of Warding, Harm, Heal, Hero’s Feast, Mass Inflict Moderate Wounds, Mass Owl’s Wisdom, Symbol of Fear, Symbol of Persuasion, Undeath to Death, Wall of Iron, Flesh to Stone, Stone to Flesh

7th:Clone, Limited Wish, Control Weather, Earthquake, Firestorm, Acid Fog, Hardening, Mass Cure Serious Wounds, Ethereal Jaunt, Mass Inflict Serious Wounds, Greater Restoration, Greater Scrying, Symbol of Stunning, Symbol of Weakness, Regenerate, Transmute Metal to Wood, Transmute Wood to Metal

8th:Whirlwind, Iron Body, Incendiary Cloud, Horrid Wilting, True Creation, Antimagic Field, Mass Cure Critical Wounds, Dimensional Lock, Mass Inflict Critical Wounds, Greater Planar Binding, Greater Spell Immunity, Symbol of Death, Symbol of Insanity, Polymorph Any Object

9th:Elemental Swarm, Prismatic Sphere, Wish, Astral Projection, Energy Drain, Etherealness, Gate, Mass Heal, Implosion, Soul Bind, Storm of Vengeance, Duplicate

The Anarresti
2010-05-01, 02:06 PM
My friend Party Foul and I are making a setting in which Divine Magic does not exist, nor are their any prepared spellcasters. Also, in this setting, a totalitarian government controls almost all the continent that the setting takes place on.
All magic use is strictly prohibited, except for licensed State Alchemists. A legendary emperor, about 30 years before S.O.G., took control of a powerful human kingdom, and made a deal with the gnomes living nearby, who taught his sages some of their arcane arts. By fusing Gnome mysticism with Human ingenuity, this coalition invented Applied Alchemy, and using it they took over the rest of the continent Blitzkrieg-style. The only other spellcasters we have, so far, are the witch (http://community.wizards.com/go/thread/view/75882/19526430/The_WITCH_Core_Class?pg=1), the bard and the sorcerer, although this thread (http://www.giantitp.com/forums/showthread.php?t=150623) has some other possible classes.
Anyway, the only other widespread casters are the witch and the bard. The witches keep themselves to themselves, usually, and exist on the fringe of society, enjoying a mixture of fear and respect, and currently hide themselves very well, as they enjoy no mercy from the government. Bards are sometimes thought of as wandering minstrels, but most people suspect something more behind their songs. Elves invented bardic magic, which leads people to view this fey-like folk with admiration and distrust.
Sorcerers are common among Dragons and various Draconic races, but only occasionally manifests in humanoids. Most ancient arcane magic is the product of Draconic Sorcerers. When a child does begin to show sorcerer powers, the state usually comes to take it away, never to be seen again, if they react in time. Magic is very poorly understood by the normal person, none of this "an Adept on every corner" crap.

Frog Dragon
2010-05-01, 02:51 PM
Full Metal Alchemist inspired I take it?
Really, it's rather bland and on first glance, seems to combine too many goodies together. I'm not sure if this is overpowered, but it certainly is at least sorcerer level. I recommend cutting down on the spellcasting a little. Like making it a bard progression and giving them some actual class features.

The Anarresti
2010-05-01, 02:53 PM
Yes indeed Full Metal Alchemist inspired. I'd like to cut out a lot of the evocation, but I have no ideas for what class features to give them.
Oh, and any spells on the list that aren't on SRD are homebrew by me. Explanation pending.

Satyrus
2010-05-01, 04:02 PM
Since you already have a sorcerer class in the campaign setting and their are no prepared casters I don't quite understand what the point of another versatile spellcasting class is.

Do you want another class like that or something entirely unique from other casters in the setting? I'm just not quite clear on what you want to accomplish with the class so a little more fluff on what these "alchemists" actually do in the world would be a big help in providing feedback.

The Anarresti
2010-05-01, 04:06 PM
The point is to have a healer class. We (my friend and I) were also going to cut down a bit on the sorcerer spell list. The point of the Alchemist from a metagame standpoint is to be the healer of the group.
Sorcerer's are tier two, not especially flexiable.

Anyway, the setting does run on some magitech (trains zepplins etc), and the Alchemists are what makes that go. There are also plenty of man-made abberitions walking around in the employ of the state, also made by Alchemy. The point is a scientist-type class, which breaks down things into basic laws and changes things around. Transmution-heavy, nothing like teleport or Summon Monster (x)

ForzaFiori
2010-05-01, 04:17 PM
For class features, why not give bonuses to making/using potions/alchemical items (since potions and the alchemical items are much closer to what alchemy actually is than spellcasting) possibly even allowing them to be made much quicker. Or give them something like a spell components pouch, that lets them make potions/items on the fly.

It just seems to me that an alchemist is going to be using vials and flasks and stuff, not waving his arms and chanting and then poof stuff happens.

Lappy9000
2010-05-01, 06:50 PM
If this is FMA-inspired, you need to have Fabricate (http://www.d20srd.org/srd/spells/fabricate.htm) involved copiously. Since a Greater Fabricate (http://www.d20srd.org/srd/psionic/powers/fabricateGreaterPsionic.htm) exists in Psionics, maybe you could develop a Lesser Fabricate or something, and give it to the class as an at-will ability? Fabricate is pretty much FMA-style alchemy in it's essence.

Since the spell relies on Craft skills, maybe you could make the Alchemist Craft-based, with a good number of skills, and maybe a lesser casting progression. After all, Wish seems as non-FMA as can be.

The Anarresti
2010-05-08, 03:12 PM
Ok, I took your ideas to heart and decided to make one that was more like the FMA type alchemist, with some cool special abilities and reduced spellcasting. Although I got rid of the blasty spells, bear in mind that since this guy is a spontaneous caster he lacks the sheer veritility of the wizard. He is veritale, but not able to usurp everyone else's role.
Also, I'm going to use the Giant's polymorph variant, but I haven't got time to go through and put the appropriate spells in the spell list. The alchemist will have them, though.
Notice also that I got rid of spells such as detect traps, teleport and invisibility. This guy is going to have to be creative about spell use.

Alchemist class: Alchemist


Level BAB Fort Ref Will 0lvl1st 2nd 3rd 4th 5th 6th 7th 8th 9th Special
1st +0 +0 +0 +2 3 1 - - - - - - - - Bonus Feat, Transform Material
2nd +1 +0 +0 +3 4 2 - - - - - - - -
3rd +2 +1 +1 +3 4 2 1 - - - - - - -
4th +3 +1 +1 +4 4 3 2 - - - - - - -
5th +3 +1 +1 +4 4 3 2 1 - - - - - - Bonus Feat
6th +4 +2 +2 +5 4 3 3 2 - - - - - -
7th +5 +2 +2 +5 4 4 3 2 1 - - - - -
8th +6/+1 +2 +2 +6 4 4 3 3 2 - - - - -
9th +6/+1 +3 +3 +6 4 4 4 3 2 1 - - - -
10th +7/+2 +3 +3 +7 4 4 4 3 3 2 - - - - Bonus Feat
11th +8/+3 +3 +3 +7 4 4 4 4 3 2 1 - - -
12th +9/+4 +4 +4 +8 4 4 4 4 3 3 2 - - -
13th +9/+4 +4 +4 +8 4 4 4 4 4 3 2 1 - -
14th +10/+5 +4 +4 +9 4 4 4 4 4 3 3 2 - -
15th +11/+6/+1 +5 +5 +9 4 4 4 4 4 4 3 2 1 - Bonus Feat
16th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 3 3 2 -
17th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4 True Transformation, Bonus Feat



Alignment: Any
Hit Die: 1d6
Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, the Alchemist may select a bonus feat, which must either a Metamagic, Item Creation, or Spell Focus feat.
Bonus Language:An Alchemist can replace any one of his racial bonus languages with Gnomish. The Gnomes invented Alchemy, so the large majority of students of Alchemy learn their language in order to study with the masters of the Art.
Class Skills:Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually), Profession (Wis), Spellcraft (Int)
Transform Material(Su): An Alchemist can use this ability up to 3+ Int modifier times per day. This ability can affect up to 100lbs of material per level, has a range of touch, takes a full-round action to use, lasts for 10min/level and counts as a spell of half the user’s alchemist level for purposes of saving throws, concentration checks, etc. He may only affect solids with this ability (unless he takes the appropriate feat). This ability otherwise functions as the fabricate spell except as noted here.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier



Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2 - - - - - - - -
2nd 4 2 - - - - - - - -
3rd 4 3 1 - - - - - - -
4th 5 3 2 - - - - - - -
5th 5 4 2 1 - - - - - -
6th 6 4 3 2 - - - - - -
7th 6 5 3 2 1 - - - - -
8th 7 5 4 3 2 - - - - -
9th 7 5 4 3 2 1 - - - -
10th 8 5 5 4 3 2 - - - -
11th 8 5 5 4 3 2 1 - - -
12th 9 5 5 4 4 3 2 - - -
13th 9 5 6 5 5 3 2 1 - -
14th 9 6 6 5 5 4 3 2 - -
15th 9 6 6 5 5 5 3 2 1 -
16th 10 6 7 6 6 5 3 3 2 -
17th 10 7 7 6 6 5 4 3 3 2
18th 10 7 7 6 6 6 4 4 4 3
19th 11 7 8 7 7 7 5 5 4 4
20th 11 8 8 7 7 7 6 5 4 4




Spell List
0th:Cure Minor Wounds, Detect Magic, Detect Poison, Inflict Minor Wounds, Light, Mending, Create Water, Purify Food and Drink, Resistance, Virtue, Flare, Arcane Mark

1st:Obscuring Mist, Magic Stone, Animate Rope, Cure Light Wounds, Deathwatch, Detect Undead, Endure Elements, Entropic Shield, Hide From Undead, Alchemical Shield, Jump, Longstrider, Hold Portal, Identify, Enlarge Person, Reduce Person, Alarm, Cause Fear, Protection From Harm

2nd:Wind Wall, Soften Earth and Stone, Produce Flame, Fog Cloud, Wood Shape, Bear’s Endurance, Bull’s Strength, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Eagle’s Splendor, Fox’s Cunning, Gentle Repose, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shatter, Silence, Sound Burst, Status, Barkskin, Chill Metal, Heat Metal, Warp Wood, Alter Self, Darkvision

3rd:Animate Dead, Blindness/Deafness, Contagion, Continual Flame, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Magic Circle, Meld Into Stone, Obscure Object, Magic Vestment, Protection From Energy, Remove Blindness/Deafness, Remove Disease, Water Breathing, Gaseous Form, Stone Shape

4th:Control Water, Cure Critical Wounds, Deathward, Dimensional Anchor, Dismissal, Freedom of Movement, Giant Vermin, Imbue With Spell Ability, Inflict Critical Wounds, Greater Magic Weapon, Neutralize Poison, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Wings, Spike Stones, Wall of Fire, Minor Creation, Wall of Ice

5th:Break Enchantment, Mass Cure Light Wounds, Disrupting Weapon, Mass Inflict Light Wounds, Plane Shift, Scrying, Slay Living, Spell Resistance, Symbol of Pain, Symbol of Sleep, True Seeing, Lesser Planar Binding, Control Winds, Wall of Stone, Fire Shield, Ice Storm, Fabricate, Permanency, Transmute Mud to Rock, Transmute Rock to Mud

6th:Planar Binding, Summon Vehicle, Stoneskin, Major Creation, Animate Objects, Antilife Shell, Banishment, Mass Bear’s Endurance, Blade Barrier, Mass Bull’s Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Mass Eagle’s Splendor, Mass Fox’s Cunning, Forbiddance, Glyph of Warding, Harm, Heal, Hero’s Feast, Mass Inflict Moderate Wounds, Mass Owl’s Wisdom, Symbol of Fear, Symbol of Persuasion, Undeath to Death, Wall of Iron, Flesh to Stone, Stone to Flesh

7th:Clone, Control Weather, Earthquake, Firestorm, Acid Fog, Hardening, Mass Cure Serious Wounds, Mass Inflict Serious Wounds, Greater Restoration, Greater Scrying, Symbol of Stunning, Symbol of Weakness, Regenerate, Transmute Metal to Wood, Transmute Wood to Metal

8th:Whirlwind, Iron Body, Incendiary Cloud, Horrid Wilting, True Creation, Antimagic Field, Mass Cure Critical Wounds, Dimensional Lock, Mass Inflict Critical Wounds, Greater Planar Binding, Greater Spell Immunity, Symbol of Death, Symbol of Insanity, Polymorph Any Object

9th:Elemental Swarm, Prismatic Sphere, Astral Projection, Energy Drain, Gate, Mass Heal, Implosion, Soul Bind, Storm of Vengeance, Duplicate

The Anarresti
2010-05-08, 04:23 PM
Feats for the use of the Transform Material Ability (in no particular order):
Notes:
1. Each metaTransformation feat has a number given as a modifier. This is the number of additional times per day that a usage of this ability takes up, in addition to the original 1 time per day that a normal Transform Material usage takes up. If more than one feat is applied to a single usage, add together all the modifiers.
2. If not otherwise noted, a changed usage is just like the original. For example, if duration is not mentioned, than it is 10min/level, if range is not mentioned, than it is touch, etc.
3. Applying a Metatransformation feat to a use of the Transform Material ability does not take any extra time, unless the feat description states otherwise.
Feat list

General Feats
Extra Transformation: The Alchemist may use his Transform Materials ability and extra four times per day. This feat may be taken more than once; it's effects stack.
Metatransformation feats
Cure: This ability causes the Alchemist to channel positive energy into the subject, curing 1d4 points of damage per level as with a cure spell. Modifier: +0 Duration: Instantaneous
Inflict: Functions as Cure, only it uses negitive energy as an inflict spell
Repair: Functions as Cure, only it repairs damage as a repair X damage spell
Desintegrate: Prequisites: Alchemist level 11. Mimics the disintegrate spell, only the range is touch as normal. Duration: Instantaneous. Mod: +5
Extend Transformation: Doubles the duration of the effect of any of your transformation abilities. Has no effect on any whose duration is instantaneous, permanent, or concentration. Modifier: +1
Transmute Into Food: Turns affected organic material into edible food (wood into brown bread, flowers into fruit, blood into broth, etc.). It can also work the other way around. The substance to be affected must be organic. Vegetable-based foods can only come from plant matter, and meat-based foods from flesh. Example: you cannot turn bones into bread, but you could turn bones into jerky. Duration: Permanent, but the food rots as normal. This has no effect on living animals or living plant creatures. Modifier: +1
Petrify: Perquisites: Alchemist level 7. Functions as flesh to stone, only range and duration are as normal (touch and 10min/level). Cannot be used to undo the spell flesh to stone or stone to flesh. Modifier: +4
Quicken Transformation: perquisites: Alchemist level 8. Makes any transformation a swift action. You may only use one quickened Transformation in a single round, and you may not use a quickened spell in the same round, or vice versa. Modifier: +4
Transmute Flame: Prequisites: Alchemist level 2. This can produce any of the following effects:
1. Increase light: The radius of bright and shadowy light produced by the flame doubles with a halving of the heat output (1d3 heat damage, not 1d6). It becomes magical flame.
2. Increase heat: The fire burns a pale blue (shadowy illumination out to the old bright illumination range, no bright illumination). Fire damage taken from it increases from 1d6 to 1d6+1 per Alchemist level, and it becomes magical flame.
3. Duplicates the effect of the spell quench. Non-magical fire effect only. Range is still touch.
4. Duplicates the effect of the spell pyrotechnics. Range is still touch.
You may touch the fuel for the fire, and not the fire itself to affect it. For example, you may use this on the flame of a torch you are carrying. Bear in mind that using the Write Script feat would probably be intelligent with this feat. Modifier: +1
Affect Liquids: You may affect liquids with your transform materials ability. Modifer: +0
Affect Gases: Perquisites: Affect Liquids. You may affect gases with your Transform Materials ability. Modifier: +0
Transmute: Perquisites: Alchemist Level 9. You may turn any kind of material into any other kind of material. You may even replicate the magical qualities of materials such as Cold Iron, or duplicate precious metals. The transmuted material is the same temperature as it originally was, for example, if you attempted to turn cool wood into lava (although you would burn your hand on the lava sample) you would only turn the cool wood into cool stone. You must have at least 1 oz of the material to be turned into and touch it to the subject matter to effect the transformation. The duration is 10min/level, as normal. You must succeed on a DC 10 + (1/2 Alchemist Level) spellcraft check to made precious metals, and a DC 15 + (1/2 Alchemist Level) to duplicate extraordinary materials such as cold iron, darkwood, Adamantine, mithrail, or Alchemical Silver. Modifier: mundane materials: +2, precious metals: +3, extraordinary materials +4.
Fuse: This feat allows you to fuse together objects on the molecular level where they touch, welding them together without crack or seam. All of the obects must be touching each other. For example, you could fuse a pile of sand into one large rock, or you could lay two shields on top of each other and weld them together. The objects need not be of the same material. This affects 10 cubic feet of material per level, not 100lbs/level.
Move Heat: Perquisites: Alchemist level 4. You may move heat from one object to another. You must be touching both objects, one that you move heat from, the other you move it to. Alternatively, you may move heat to or from yourself. You may move up to 30ºF per 100lbs per level. You may move heat unevenly, for example, you may cool 500 pounds of water by 10ºF to warm up your 100lb elf companion by 50ºF. If you use this on a living creature for every 30ºF per 100lb you increase or decrease their temperature, they take 1 point cold or fire damage, as appropriate. Modifier: +1
Oxidize: Perquisites: Alchemist level 11. This instantly combines the subject matter with the surrounding oxygen. Wood turns to ash and smoke, iron rusts, etc. No heat is produced. This works underwater, but not in any place were there is no oxygen. As a rule of thumb, for every 20lbs oxidized, ten cubic feet of the surrounding air is rendered unbreathable. Oxygen must be touching the material for this to work. Duration: instantaneous. Modifier: +5.
Write Script: Perquisites: Alchemist level 3. You write a complex runic incantation onto a scrap of paper, using magical blue alchemical ink (50gp an oz. One ounce lasts you 10 per-day uses, so five 2-per-day transformations, three 3-per-day uses, etc.). This allows you to store one use of your transformation ability into it. This effects the target, specified when you write it, when the script comes into contact with it. For example, if you wrote a petrification script, with the target specified as a Human, then the first human to touch the script would be petrified. You may make the target as specific or as general as you want. A successful Use Magic Device check can fool this, as can any ability that would fool a divination spell of the maximum level you can cast. You may handle it safely while you write it, but once you let go, you are an acceptable target if you fit the target criteria. To function, it must actually touch the target, so if it is to affect a creature, it must touch bare skin. The magic lasts for twelve hours before the script fades and becomes worthless parchment. It takes you 10 minutes to write a script. Modifier: +1
Delay Transformation: You may delay the effect of a Transformation ability for five rounds per per-day use you expend after you touch the target. For example, Gerald the Gnomish Alchemist expends two per-day uses in addition to the 6 it would cost him normally, for a grand total of eight, to Delay Disintegrate the bridge he is standing on. A minute later the bridge disintegrates, leaving Gerald safely on one side with the zombie hoard trapped on the other.
modifier: +1 per 5 rounds delayed.