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Fushichou217
2011-03-05, 03:19 AM
Alchemist
An Alchemist is one of the many remarkable individuals capable of studying and practicing alchemy. As the craft of alchemy requires a full understanding of chemistry and ancient alchemical theory, alchemists are closer to scientists than magicians, but the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy so not all people can become competent alchemists merely by studying.

Though essentially scientists, alchemists' abilities are incredibly practical and can be applied to the simple enhancement of normal life in the form of quick, relatively effortless repair of objects that ordinarily take a good deal of time and energy to fix. As such, alchemists are revered as productive members of society and hold the concept of Be Thou For The People as their unofficial credo. This creed dictates that alchemists use their abilities for the good of the public rather than for personal gain or political reasons, a creed generally rejected by alchemists who opt for government licenses and funding as State Alchemists.

Role: Alchemists are adept crafters, as well as excellent combatants. Their unique abilities allow them to take on many roles.

Alignment: Any

Hit Die: d8

Starting Wealth: 5d6 × 10 gp (average 175 gp)

Class Skills: Your class skills are Alchemy (Int), Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (Alchemy), (Int), Linguistics (Int), Perception (Wis), and Profession (Wis).

Skill Ranks per Level: 6 + Int modifier.


Alchemist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0| Alchemic Affinity, Alchemist Specialization 1

2nd|
+1|
+3|
+3|
+0|Alchemic Enhancement

3rd|
+2|
+3|
+3|
+1|

4th|
+3|
+4|
+4|
+1|Bonus Feat

5th|
+3|
+4|
+4|
+1|

6th|
+4|
+5|
+5|
+2|Alchemic Specialization 2

7th|
+5|
+5|
+5|
+2|

8th|
+6/+1|
+6|
+6|
+2|Bonus Feat

9th|
+6/+1|
+6|
+6|
+3|

10th|
+7/+2|
+7|
+7|
+3|

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

12th|
+9/+4|
+8|
+8|
+4|Bonus Feat

13th|
+9/+4|
+8|
+8|
+4|

14th|
+10/+5|
+9|
+9|
+4|

15th|
+11/+6/+1|
+9|
+9|
+5|

16th|
+12/+7/+2|
+10|
+10|
+5|Bonus Feat

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

18th|
+13/+8/+3|
+11|
+11|
+6|

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

20th|
+15/+10/+5|
+12|
+12|
+6|Bonus Feat, Grand Master of Alchemy[/table]

Class Features

The following are class features of the Alchemist.

Weapon and Armor Proficiency

An Alchemist is proficient with all simple, one martial weapon, of the character’s choice, and light armor.

Alchemic Affinity

An Alchemist adds ½ your Alchemist level to all Alchemy skill checks.

Alchemist Specialization
At 1st level, an 6th level you may choose a new specialization. You may only choose one specialization from each school. Your effective alchemist level is considered to be 5 less than your actual total, when pertaining to the second Alchemist Specialization. The abilities for each school are considered spell-like abilities, with all saves equaling 10+1/2HD+INT.

Catalytic School of Alchemy
Flame Alchemy:
You have learned to use alchemy to manipulate oxygen level in the air, so long as he has access to a transmutation circle and a spark or open flame. You unleash a 15ft cone of fire, dealing 1d4/2 Alchemist levels fire damage to anyone in the area of effect. Reflex for half.
At 6th level, you may use alchemy to create a swirling vortex of fire. You may use Fire Shield [warm fire only] at will, so long as they have access to a transmutation circle and a spark or open flame. The caster level is equal to ½ your class level. For as long as you maintain the effect he cannot use any other form of alchemy, and he cannot move from the position where he activated the effect, until he deactivates it.
At 10th level, you have learned to enhance your technique in order to give your flame blast more range and power. Once per minute you may use your alchemy to create a blast of fire as per the Fireball spell, so long as they have access to a transmutation circle and a spark or open flame. The caster level of the Fireball is equal to ½ your class level.
At 14th level, you have learned to expand and maintain your flame reaction to new levels of power. Once per day, you can use your alchemy to create a wall of fire, as per the Wall of Fire spell, with a caster level equal to ½ your class level. You must make two full round actions, and you must remain stationary for the duration of the effect. You may not use any other alchemic techniques while doing this.
Frost Alchemy:
You have learned to use alchemy to manipulate the temperature of their surrounding, so long as he has access to a transmutation circle. As a touch spell, you can deal 1d6/2 Alchemist levels, cold damage to a target.
At 6th level, you may use your alchemy to create a sheet of ice, as per the Wall of Ice spell, as long as you have access to a transmutation circle, and a source of water at least 1 gallon per 10ft square. The caster level is equal to ½ your class level. For as long as you maintain the effect he cannot use any other form of alchemy, and he cannot move from the position where he activated the effect, until he deactivates it.
At 10th level, you have learned to alter the moisture in the air and freeze your victims in the process. Once per minute you may use your alchemy to create a blast of cold as per the Cone of Cold spell, so long as they have access to a transmutation circle. The caster level of the Cone of Cold is equal to ½ your class level.
At 14th level, you have learned to defend yourself using a shield of solid ice. You becomes incased in a block of Ice for one round per alchemist level. This effect cannot be removed until the end of that time, but while he in incased in the ice he is protected from all damage, unless adequate fire damage is dealt to the Ice Block. The ice block has HP equal to your level times 2.
Shock Alchemy:
You have learned to use alchemy to manipulate the flow of electricity in their surrounding, so long as he has access to a transmutation circle. As a touch spell, you can deal 1d6/2 Alchemist levels electricity damage to a target.
At 6th level, you has learned the direct the flow of electricity over a distance. So long as he has access to a transmutation circle, he may use Lightening Bolt at will. The caster level is equal to ½ your class level.
At 10th level, your ability to direct electricity has improved still further, once per minute, he may use Chain Lightening, so long as he has access to a transmutation circle. The caster level is equal to ½ your class level.
At 14th level, your ability to channel electricity has reached its maximum potential. Once per day, lightning spills forth from your body in all directions. Any other creatures within the 30ft take 1d8 points of electricity damage per two class levels, and are stunned for 1 round. A successful fortitude save halves the damage and negates the stun effect.

Combat School of Alchemy
Transmutational Weaponry:
You have learned to transmute your own weapon as a swift action, so long as he has access to a transmutation circle. You must build a list of two weapons. Any weapon from that list, in the hands of you, can be transformed into any other weapon from that same list. If the weapon is enchanted, those enchantments will carry from one form to another, as long as they are compatible. If the enchantments are not compatible, they become dormant, and are returned to normal once the weapon is returned to normal.
At 6th level, you can add another weapon to your Transmutational weapons list. You also gains the ability to combine alchemy with your unarmed strike, so long as he has access to a transmutation circle. The unarmed strike deals an additional 1d4 force damage per 2 class levels. Alternately, you may deliver the strike with a touch attack, dealing no damage from the strike, but still dealing the additional damage.
At 10th level, you can add another weapon to your Transmutational weapon list. You have also learned to combine your unarmed strike with your alchemy to form an alchemic shot. Once per minute, you can take a full action to toss a rock or other solid object of about 6in³ into the air, and then strike it with an unarmed strike. The attack is a ranged attack with a range increment of 10ft. It deals 1d4 per 2 alchemist levels.
At 14th level, you can add another weapon to your Transmutational weapon list. You have also learned to use your alchemy to strike the ground, causing a wave of destruction to emanate from your position. Anyone within 30ft takes 1d6 force damage per 2 class levels, and must make a reflex save, or be knocked prone. Those who make the save take half damage. This ability can be used once a day.
Alchemic Physique:
You have learned to strengthen your body using alchemy. Once a day, you may chose one physical ability score, and gain a +2 bonus.
At 6th level, you have learned to increase your body further. Once a day, you gain a +2 temporary bonus on two physical ability scores.
At 10th level, you have learned to increase your body further. Once a day, you gain a +4 temporary bonus to one physical ability score, and a +2 temporary bonus to a second choice.
At 14th level, you have learned to increase your body to the maximum you can achieve. Once a day, you gain a +4 temporary bonus to two physical ability scores.
Alchemic Trickery:
You have learned to use alchemic transmutation circles to create advanced traps. You trace two halves of a transmutation circle, and set the trap trigger so that it completes the circle. These traps can use the basic alchemic functions, or they can be used to do the following. You may seal a door with an alchemic trap, making it inoperable by conventional means; once the door is closed it cannot be reopened without destroying it, or you may create an alchemic trap that deals damage to whomever steps on the trigger; the trap deals up to 1d6/2 levels of alchemist. As an added bonus, you gain Craft Trap, and Disable Device as a class skills if you take this specialization.
At 6th level, you have learned to use alchemy to use the environment itself as a weapon. You may target a 10ft square within 40ft., anyone in the square must make a reflex save or be damaged by your attack. This attack deals 1d6/2 Alchemist levels. The area then becomes difficult terrain until it is returned to normal by an alchemist.
At 10th level, you have learned to create, and animate statues using Alchemy. First you must create the statues, using the Alchemy Skill, then as a free action you may animate them as per the Animate Object spell. Your caster level is equal to half your alchemist level. You may not use any alchemic abilities while the statues remain animated, as you must use your alchemic talents to maintain control of the statues.
At 14th level, you can imbue an object with a portion of your soul for a limited amount of time. The effect lasts for 1 round per level, and you can imbue your soul into ½ your HD worth of objects at a time. You can see from the perspective of the object, and speak through it. If you succeed at Combat Maneuver, you can imbue your soul into the armor or weapon of a foe. The foe must make a will save or lose control of the armor or weapon for the duration of the effect.

Bio-Alchemy School
Life Alchemy:
You have learned to combine your knowledge of alchemy with your knowledge of anatomy in order to heal people. As a full round action you may use cure light wounds, Caster level equal to ½ your class level.
At 6th level, as a full round action you may use cure moderate wounds, Caster level equal to ½ your class level.
At 10th level, as a standard action, once per minute, you may use cure serious wounds, Caster level equal to ½ your class level.
At 14th level, as a standard action, once per day you may use cure critical wounds, Caster level equal to ½ your class level.
Sewing Life Alchemy:
You have learned to create and control Chimera from Chimeras Type I. An alchemist with this specialization may control twice your own HD worth of Chimera at once. For every additional chimera created, you lose control of your other chimera, oldest first. The DC for creating a Chimera is equal to the resulting creatures HD+20. If you fail, then all creatures included in the transmutation die.
At 6th level, you may create and control chimera from Chimeras Type II.
At 10th level, you may create and control chimera from Chimeras Type III.
At 14th level, you may create and control chimera from Chimeras Type IV.
Type I Chimeras
Rat-Cat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
HP (2d8–1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Dog-Frog
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
HP (2d8+2)
Fort +4, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee bite +2 (1d4+1)
STATISTICS
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SPECIAL ABILITIES
Poison (Ex)
Injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save

Snake-Hawk
N Medium animal
Init +3; Senses scent; Perception +12
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
HP (2d8+6)
Fort +4, Ref +6, Will +2
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft. fly 60 ft. (average)
Melee bite +5 (1d4+4 plus grab)
Special Attacks constrict (1d4+4)
STATISTICS
Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can't be tripped)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

Bat-Eel
N Diminutive animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
HP (2d8–2)
Fort +0, Ref +4, Will +2
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee Tail +3 touch (1d6 electricity)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifier +4 Perception
SPECIAL ABILITIES
Electricity (Ex)
An Eel-Bat can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.
Type II Chimeras
Ape-Octopus
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 14, flat-footed 11; (+4 Dex, +1 natural)
HP (4d8)
Fort +5, Ref +7, Will +2
OFFENSE
Speed 30 ft., climb 30 ft, swim 30 ft., jet 200 ft.
Melee Bite 1d6
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 11, Dex 19, Con 10, Int 2, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 16
Feats Great Fortitude, Skill Focus (Perception)
Skills Acrobatics +8, Climb +12, Perception +8
SPECIAL ABILITIES
Ink Cloud (Ex)
This chimera can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.
Jet (Ex)
This chimera can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
Poison (Ex)
Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

Wolf-Dolphin
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP (4d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft. Swim 80 ft.
Melee bite +2 (1d6+1 plus trip)
STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
SPECIAL ABILITIES
Hold Breath (Ex)
This Chimera can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Ram-Squid
N Medium animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
HP (4d8+2)
Fort +4, Ref +5, Will +2
OFFENSE
Speed 40 ft. swim 60 ft., jet 240 ft.
Melee gore +3 (1d4+3)
Special Attacks powerful charge (gore, 1d8+3)
STATISTICS
Str 14, Dex 15, Con 13, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Improved Bull RushB, Skill Focus (Acrobatics)
Skills Acrobatics +13 (+17 jump), Perception +6; Racial Modifiers +4 Acrobatics
SPECIAL ABILITIES
Ink Cloud (Ex)
A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex)
A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.

Snake-Frog
N Medium animal
Init +5; Senses low-light vision, scent; Perception +9
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
HP (4d8+4)
Fort +5, Ref +4, Will +1
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d4–1 plus poison)
STATISTICS
Str 8, Dex 13, Con 14, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +0; CMD 11 (can't be tripped)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +9, Climb +9, Perception +9, Stealth +9, Swim +9; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics; modifies Climb and Swim with Dexterity
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Tongue (Ex)
This Chimera’s tongue can attack with a 15 ft. reach. A giant frog's tongue delivers a bite attack, and can also attempt a grab.
Type III Chimeras
Lion-Scorpion
N Large Animal
Init +7; Senses low-light vision, scent; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
HP (6d8+10)
Fort +6, Ref +7, Will +2
OFFENSE
Speed 40 ft.
Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5), sting +6 (1d6+5 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +7, 1d4+5)
STATISTICS
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.

Cockatrice
N Small Animal
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
HP (6d8)
Fort +4, Ref +7, Will +2
OFFENSE
Speed 20 ft., fly 60 ft. (poor)
Melee bite +9 (1d4–2 plus petrification)
STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 8
Base Atk +5; CMB +2; CMD 16
Feats Dodge, Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +10
SPECIAL ABILITIES
Petrification (Su)
A cockatrice's bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice's bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature's natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice's bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in This manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)—but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification ability of itself and of other cockatrices, but other petrification attacks affect them normally. The save DC is Constitution-based.

Shark-Seal
N Medium Animal (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, keen scent 180 ft.; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
HP (6d8+5)
Fort +5, Ref +7, Will +1
OFFENSE
Speed 10 ft., swim 50 ft.
Melee bite +7 (1d8+1/19–20 plus bleed)
Special Attacks bleed (1d6), blood frenzy, roar
STATISTICS
Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7
Base Atk +5; CMB +6; CMD 19
Feats Improved Critical (bite)B, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
Skills Escape Artist +5, Perception +8, Stealth +10, Swim +9; Racial Modifiers +8 Swim
SQ amphibious
SPECIAL ABILITIES
Blood Rage (Ex)
A Shark-Seal's blood rage ability activates whenever it detects blood in the water using its keen scent, but otherwise functions as the universal monster rule of the same name.
Roar (Su)
A Shark-Seal's roar is supernaturally loud and horrifying. When a Shark-Seal roars (a standard action the creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Constitution-based.

Bat-Wolf
N Medium Animal
Init +2; Senses blindsense 120 ft., low-light vision; Perception +6
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
HP (6d8+12)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 20 ft., fly 40 ft. (good)
Melee bite +6 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks screech
STATISTICS
Str 17, Dex 15, Con 16, Int 6, Wis 13, Cha 6
Base Atk +4; CMB +8; CMD 20
Feats Flyby Attack, Skill Focus (Stealth)
Skills Fly +8, Perception +6 (+10 when using blindsense), Stealth +5; Racial Modifiers +4 Perception when using blindsense
SPECIAL ABILITIES
Screech (Su)
Once per day as a standard action, a mobat can produce an ear-splitting screech that stuns non-mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other mobats and urdefhans are immune to This effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.
Type IV Chimeras
Manticore
LE Large Animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
HP (8d8+24)
Fort +9, Ref +7, Will +3
OFFENSE
Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +10 (1d8+5), 2 claws +10 (2d4+5)
Ranged 4 spikes +8 (1d6+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 15, Con 18, Int 5, Wis 12, Cha 9
Base Atk +6; CMB +12; CMD 24 (28 vs. trip)
Feats Flyby Attack, Hover, Weapon Focus (spikes)
Skills Fly –3, Perception +9, Survival +4 (+8 tracking); Racial Modifiers +4 Perception, +4 Survival when tracking
SPECIAL ABILITIES
Spikes (Ex)
With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.

True Chimera
CE Large Animal
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
HP (8d8+36)
Fort +9, Ref +7, Will +6
OFFENSE
Speed 30 ft., fly 50 ft. (poor)
Melee bite +12 (2d6+4), bite +12 (1d8+4), gore +12 (1d8+4), 2 claws +12 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (usable every 1d4 rounds)
STATISTICS
Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10
Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
Feats Hover, Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Fly +2, Perception +10, Stealth +4 (+8 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush
SPECIAL ABILITIES
Breath Weapon (Su)
A chimera's breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera's breath weapon is usable once every 1d4 rounds, deals 6d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based. To determine a chimera's head color and breath weapon randomly, roll 1d10 and consult the table below.
d10 Head Color Breath Weapon
1–2 Black 40-foot line of acid
3–4 Blue 40-foot line of lightning
5–6 Green 20-foot cone of acid
7–8 Red 20-foot cone of fire
9–10 White 20-foot cone of cold



Alchemic Enhancement

Upon reaching the 2nd level, you may use alchemy to enchant weapons and armor as though you were a wizard, your effective caster level for this purpose is equal to your Alchemist level. Enhancing a weapon, suit of armor, or shield takes 1 minute for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Bonus feat

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), an Alchemist gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.

Grand Master of Alchemy

At 20th level, if you have not yet learned the truth, you learn it now, and no longer need to use a transmutation circle, as long as you have two free hands. You can willingly produce reactions quicker than before, you may choose to make any alchemic reaction you can make as a Swift action instead of a standard action, so long as you have two free hands.


Skill: Alchemy

Alchemists have studied the mysteries of the universe; their insider knowledge allows them to perform feats of Alchemy, the science of understanding, deconstructing, and reconstructing matter. However, it is not an all-powerful art. It is impossible to create something out of nothing. If one wishes to obtain something, something of equal value must be given. This is the Law of Equivalent Exchange, the basis of all alchemy.

Alchemy is performed by drawing or tracing an alchemic circle on a surface, and laying hands upon that surface. Creating a circle is usually a move action, and activating a circle is usually a standard action.


Destruction alchemy is the use of alchemy to cause structural damage to an object, in an attempt to utterly obliterate it. In order to do so, you must make an Appraise check in order to identify the component materials of an object. Common materials are DC 10, uncommon materials are DC 15, and rare materials are DC 20. Then he must make an Alchemy skill check, the DC is equal to the Hardness of the object. Once the object is destroyed, you may gather its baser components.

Transmutation alchemy is the use of alchemy to create an object. You must make an Appraise check to determine the components he needs for the transmutation. If these materials are not readily available in the environment then the DC of the transmutation increases by 5 for common materials, 10 for uncommon materials, and 15 for rare materials. These calls are to be made at the discretion of the GM. The larger the object to be created, the more difficult it is to transmute. An object of small size is a DC 5, medium is 10, large is 15, huge 20, etc. If the object to be transmuted is a complex item, or has a complex function, you must also make a Crafting check to build it.

Reconstruction alchemy is the use of alchemy to perform repairs. You must make an Appraise check for a simple object with a DC of 5 for common items, 10 for uncommon items, 15 for rare items. For complex objects, they must make a Craft check equal to the check for creating the object - 5. If you succeeds, then he may make an alchemy check. The DC of the alchemy check is 10 for small objects, 15 for medium, 20 for large, etc.

Should a character fail an alchemy check, the alchemic reaction will backfire. The effects of a backfire vary widely from one case to the next, so it is up to the GM to determine what happens. Examples include explosions, mutations, and opposite reactions.



Creator's Comments:
This is my first completed attempt at creating a homebrew core class. I'm submitting it here for critique and input from the public. If you have any input for me please respond. I am particularly interested in new ideas for School Specializations and making sure that my descriptions are clear and my sentence structure is consistent. Also any suggestions for new Chimeras.

I also have a collection of additional feats and equipment rules for the FMA game setting, if anyone is interested just let me know and I'll post them as well.

Disclaimer: Fullmetal Alchemist, and any other material in this document, is copyright of its original creators. I take no claim to the origin of any of the subject matter included, I merely compiled it for use with D20 systems RP.

Aspect of Veles
2011-04-09, 05:25 PM
I'm new to the whole 3.5/3.75 scene, so as far as balance I can't really help too much. Just skimming the post though, I was wondering what exactly you meant by "having access to transmutation circles."

Also, I would be very interested in your other FMA stuff. How did you handle auto-mail, or did you?

Thanks

Veklim
2011-04-09, 05:56 PM
I also have a collection of additional feats and equipment rules for the FMA game setting, if anyone is interested just let me know and I'll post them as well.


Yes please!
Will have more comments when I'm not exhausted and feeling like the undead!

anmgarmvits
2012-05-14, 05:04 PM
Post everything you got man. I found your FMA Items too, Gonna be playing one in my friends campaign.

Empedocles
2012-05-14, 05:08 PM
I'll take a more in depth look later, but I'd suggest more class abilities and more specializations. As is, having only 2 doesn't allow the class to really...do all that much for his party.

Madara
2012-05-14, 08:18 PM
This, is a PEACH. It is long.



Alchemist Specialization
At 1st level, an 6th level you may choose a new specialization. You may only choose one specialization from each school. Your effective alchemist level is considered to be 5 less than your actual total, when pertaining to the second Alchemist Specialization. The abilities for each school are considered spell-like abilities, with all saves equaling 10+1/2HD+INT.
As this is a science based class, I find it to be reasonable to make is Extraordinary Abilities (Ex)


You have learned to use alchemy to manipulate oxygen level in the air, so long as he has access to a transmutation circle and a spark or open flame. You unleash a 15ft cone of fire, dealing 1d4/2 Alchemist levels fire damage to anyone in the area of effect. Reflex for half.

level 5. 2d4 damage. Or a wizard with fireball at 5d6. Even a melee character does more damage. Up it to either 1d4/ level or 1d6/ 2 levels.


As a touch spell, you can deal 1d6/2 Alchemist levels, cold damage to a target.

Look, for a touch attack, this is weak. Just hit people with your sword and do more damage. A good comparison for your class should be the Warlock, which is T4 and acts very similar in that it has at-will abilities. It's easily doing more damage, without a fire or cold type that can be ignored.


You have learned to strengthen your body using alchemy. Once a day, you may chose one physical ability score, and gain a +2 bonus.

Add a type so it doesn't stack, like Enhancement, and change it to "For that day" otherwise you gain 2 con every day.

Again, all the damage of this class is weak. It won't do squat in combat.


You have learned to combine your knowledge of alchemy with your knowledge of anatomy in order to heal people. As a full round action you may use cure light wounds, Caster level equal to ½ your class level.

A really weak spell, with a low caster level. Make the Caster level equal to your level, and give a bonus. Or just give a flat hp healing of 2hp/level or something. Maybe just have it act as Lay on Hands.



Sewing Life Alchemy:

The only one I'd take, simply because Minionmancy works well, no matter what class.

I'll finish up later, but I do like that you're working with FMA