GryffonDurime
2007-07-03, 06:41 PM
Inspired by the focused spontaneous casters of the world (Warmage, Beguiler, and Dread Necromancer), I present the Alchemist, a potion-centric mage with a penchant for Transmutation (though there is also a bit of Conjuration, and a pinch of other schools to taste).
THE ALCHEMIST
"As there is little foolish wand-waving here, many of you will hardly believe this is magic. I don't expect you will really understand the beauty of the softly simmering cauldron with its shimmering fumes, the delicate power of liquids that creep through human veins, bewitching the mind, ensnaring the senses... I can teach you how to bottle fame, brew glory, even stopper deathif youaren't as big a bunch of dunderheads as I usually have to teach."
-Severus Snape, Would-Be Alchemist
Alignment: Any.
Hit Die: d6.
Class Skills
The alchemist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Alchemist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Alchemy|5|3||||||||
2nd|
+1|
+0|
+0|
+3|Juryrig|6|4||||||||
3rd|
+1|
+1|
+1|
+3|Brew potion|6|5||||||||
4th|
+2|
+1|
+1|
+4|Smell magic|6|6|3|||||||
5th|
+2|
+1|
+1|
+4||6|6|4|||||||
6th|
+3|
+2|
+2|
+5|Potionmaster|6|6|5|3||||||
7th|
+3|
+2|
+2|
+5||6|6|6|4||||||
8th|
+4|
+2|
+2|
+6|Metamagic draught|6|6|6|5|3|||||
9th|
+4|
+3|
+3|
+6||6|6|6|6|4|||||
10th|
+5|
+3|
+3|
+7|Hurl potion|6|6|6|6|5|3||||
11th|
+5|
+3|
+3|
+7|Potionmaster (4th Level)|6|6|6|6|6|4||||
12th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|5|3|||
13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4|||
14th|
+7/+2|
+4|
+4|
+9||6|6|6|6|6|6|5|3||
15th|
+7/+2|
+5|
+5|
+9|Potionmaster (5th Level)|6|6|6|6|6|6|6|4||
16th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|5|3|
17th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4|
18th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+6|
+11|Potionmaster (6th Level)|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Philosopher's stone|6|6|6|6|6|6|6|6|6|6
[/table]
Class Features
All of the following are class features of the alchemist.
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a alchemist's gestures, which can cause his spells with somatic components to fail.
Spells: An alchemist casts arcane spells which are drawn alchemist spell list. He can cast any spell on the list without preparing it ahead of time, the way a wizard or a cleric must.
To cast a spell, an alchemist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerers spell is 10 + the spell level + the alchemist's Charisma modifier.
Like other spellcasters, an alchemist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Alchemist. In addition, he receives bonus spells per day if he has a high Intelligence score.
Unlike a wizard or a cleric, an alchemist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells hell cast.
Alchemy: An alchemist is, naturally, an adept of the Alchemical arts that rest in a strange position between magic and the mundane sciences. As such, an Alchemist makes daily craft checks in silver pieces, rather than copper.
Juryrig: An alchemist is amazingly proficient at his craft, and as a full-round action an alchemist may attempt to create any alchemical substance using only the materials on hand. Make a Craft: Alchemy check against the substance's DC + 4. If sucessful, the created substance must be used within a number of rounds equal to the Alchemist's intelligence modifier or cease to function. This ability may be used once per day plus the Alchemist's Wisdom modifier.
Brew Potion: The Alchemist gains Brew Potion as a bonus feat.
Smell Magic (Su): A lifetime of work in the Alchemical laboratories has left the Alchemist with a keen sense of smell--at least in the realm of magic. The Alchemist gains the scent special ability, but it may only be used to detect targets capable of using arcane spells or spell-like abilities based on arcane spells. An Alchemist may also instantly recognize potions by scent.
Metamagic Draught Mastery of both magic and alchemy grants the Alchemist the ability to brew raw magical power in the form of Metamagic Draughts. Producing a Metamagic Draught is much like brewing a potion: the Alchemist chooses a metamagic feat he posses, and brews a potion containing that power. The potion has an equivalent spell level equal to the number of levels the feat would typically increase a spell by, and a caster level equal to twice that amount. Metamagic feats without level adjustment are created as cantrips with a spell level of 1/2 and a caster level of 1. Double the cost of producing a potion to determine the cost of a Metamagic Draught; each dose additionally requires the expenditure of 25 XP per equivalent spell level.
When ingested, a metamagic draught allows the spellcaster to apply the effects of the metamagic feat chosen to any spell cast within 3 rounds.
Hurl Potion: An Alchemist has learns of many ways to deliver the effects of magic: to ingest, to annoint, and ultimately to shatter. As an attack action, the Alchemist may hurl a potion at any target within thirty feet as a ranged attack. As a full-round action, the Alchemist may take careful aim first, allowing him to hurl the potion as a ranged touch attack. Either way, if sucessful, the target suffers the effect of the potion as normal, save that a hurled potion does not allow for spell resistance. Any target is still allowed saving throws as normal.
Potionmaster: An Alchemist is the master of brewed magic, and so he can make his potions more potent than normal. At 6th level, an Alchemist gains access to supplementary spells. While the Alchemist can not cast any of these spells, he may brew potions containing them as if they were on his spell list. These spells are provided below.
In addition to this, at every level indicated above, the maximum level of spell that the Alchemist may brew into a potion is raised. Note that this does not apply to Metamagic Draughts, which may not exceed an equivalent spell level of 3rd. These increases also provide new supplementary spells.
Philosopher's Stone: The ultimate goal of the Alchemist is to attain power over time and matter through the production of a singularly powerful catalyst known as the Philosopher's Stone. At 20th level, the Alchemist may undertake a week-long ritualistic experiment in order to fulfil that goal and produce a single effective stone. The experiment consumes raw materials worth 100,000 gold, and the end result is a single, fist-sized chunk of blood-red crystal. Upon creation of the crystal, the Alchemist changes type to become an Outsider (Native), and ceases to age for as long as the stone exists. Any aging bonuses or penalties already accrued still apply, but no further modifiers are gained. If the crystal is destroyed, the Alchemist resumes aging until such a time as he may construct a new Philosopher's Stone. While in direct contact with the stone, the Alchemist's caster level for Transmutation spells increases by 2. An Alchemist may only maintain a single stone at a time.
Alchemist Spell List:
0-LEVEL
Detect Poison, Detect Magic, Read Magic, Mending, Open/Close, Arcane Mark, Prestidigitation
1ST-LEVEL
Grease, Unseen Servant, Identify, Floating Disk, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person
2ND-LEVEL
Arcane Lock, Resist Energy, Glitterdust, Web, Make Whole, Locate Object, Continual Flame, Shatter, Phantom Trap, Alter Self, Bears Endurance, Bulls Strength, Cats Grace, Eagles Splendor, Foxs Cunning, Knock, Owls Wisdom, Pyrotechnics, Spider Climb
3RD-LEVEL
Explosive Runes, Protection from Energy, Stinking Cloud, Flame Arrow, Gaseous Form, Haste, Keen Edge, Magic Weapon, Greater, Secret Page, Shrink Item, Slow, Water Breathing
4TH-LEVEL
Fire Trap, Globe of Invulnerability, Lesser; Stoneskin, Minor Creation, Resilient Sphere, Wall of Fire, Wall of Ice, Enlarge Person, Mass; Polymorph, Reduce Person, Mass; Stone Shape
5TH-LEVEL
Major Creation, Secret Chest, Teleport, Wall of Stone, Wall of Force, Magic Jar, Baleful Polymorph, Fabricate, Passwall, Transmute Mud to Rock, Transmute Rock to Mud, Permanency
6TH-LEVEL
Antimagic Field, Globe of Invulnerability, Acid Fog, Wall of Iron, Bears Endurance, Mass; Bulls Strength, Mass; Cats Grace, Mass; Disintegrate, Eagles Splendor, Mass; Flesh to Stone, Foxs Cunning, Mass; Move Earth, Owls Wisdom, Mass, Stone to Flesh
7TH-LEVEL
Mages Magnificent Mansion, Teleport, Greater, Forcecage, Simulacrum, Ethereal Jaunt, Reverse Gravity, Statue
8TH-LEVEL
Maze, Trap the Soul, Clone, Iron Body, Polymorph Any Object, Temporal Stasis
9TH-LEVEL
Imprisonment, Refuge, Etherealness, Shapechange.
SUPPLEMENTARY SPELLS:
0th Level
Cure Minor Wounds, Resistance
1st Level
Cure Light Wounds, True Strike, Endure Elements
2nd Level:
Barkskin, Lesser Restoration, Cure Moderate Wounds
3rd Level:
Rage, Heroism
4th Level:
Neutralize Poison
5th Level:
True Seeing
6th Level:
Greater Heroism
THE ALCHEMIST
"As there is little foolish wand-waving here, many of you will hardly believe this is magic. I don't expect you will really understand the beauty of the softly simmering cauldron with its shimmering fumes, the delicate power of liquids that creep through human veins, bewitching the mind, ensnaring the senses... I can teach you how to bottle fame, brew glory, even stopper deathif youaren't as big a bunch of dunderheads as I usually have to teach."
-Severus Snape, Would-Be Alchemist
Alignment: Any.
Hit Die: d6.
Class Skills
The alchemist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Alchemist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Alchemy|5|3||||||||
2nd|
+1|
+0|
+0|
+3|Juryrig|6|4||||||||
3rd|
+1|
+1|
+1|
+3|Brew potion|6|5||||||||
4th|
+2|
+1|
+1|
+4|Smell magic|6|6|3|||||||
5th|
+2|
+1|
+1|
+4||6|6|4|||||||
6th|
+3|
+2|
+2|
+5|Potionmaster|6|6|5|3||||||
7th|
+3|
+2|
+2|
+5||6|6|6|4||||||
8th|
+4|
+2|
+2|
+6|Metamagic draught|6|6|6|5|3|||||
9th|
+4|
+3|
+3|
+6||6|6|6|6|4|||||
10th|
+5|
+3|
+3|
+7|Hurl potion|6|6|6|6|5|3||||
11th|
+5|
+3|
+3|
+7|Potionmaster (4th Level)|6|6|6|6|6|4||||
12th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|5|3|||
13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4|||
14th|
+7/+2|
+4|
+4|
+9||6|6|6|6|6|6|5|3||
15th|
+7/+2|
+5|
+5|
+9|Potionmaster (5th Level)|6|6|6|6|6|6|6|4||
16th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|5|3|
17th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4|
18th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+6|
+11|Potionmaster (6th Level)|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Philosopher's stone|6|6|6|6|6|6|6|6|6|6
[/table]
Class Features
All of the following are class features of the alchemist.
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a alchemist's gestures, which can cause his spells with somatic components to fail.
Spells: An alchemist casts arcane spells which are drawn alchemist spell list. He can cast any spell on the list without preparing it ahead of time, the way a wizard or a cleric must.
To cast a spell, an alchemist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerers spell is 10 + the spell level + the alchemist's Charisma modifier.
Like other spellcasters, an alchemist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Alchemist. In addition, he receives bonus spells per day if he has a high Intelligence score.
Unlike a wizard or a cleric, an alchemist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells hell cast.
Alchemy: An alchemist is, naturally, an adept of the Alchemical arts that rest in a strange position between magic and the mundane sciences. As such, an Alchemist makes daily craft checks in silver pieces, rather than copper.
Juryrig: An alchemist is amazingly proficient at his craft, and as a full-round action an alchemist may attempt to create any alchemical substance using only the materials on hand. Make a Craft: Alchemy check against the substance's DC + 4. If sucessful, the created substance must be used within a number of rounds equal to the Alchemist's intelligence modifier or cease to function. This ability may be used once per day plus the Alchemist's Wisdom modifier.
Brew Potion: The Alchemist gains Brew Potion as a bonus feat.
Smell Magic (Su): A lifetime of work in the Alchemical laboratories has left the Alchemist with a keen sense of smell--at least in the realm of magic. The Alchemist gains the scent special ability, but it may only be used to detect targets capable of using arcane spells or spell-like abilities based on arcane spells. An Alchemist may also instantly recognize potions by scent.
Metamagic Draught Mastery of both magic and alchemy grants the Alchemist the ability to brew raw magical power in the form of Metamagic Draughts. Producing a Metamagic Draught is much like brewing a potion: the Alchemist chooses a metamagic feat he posses, and brews a potion containing that power. The potion has an equivalent spell level equal to the number of levels the feat would typically increase a spell by, and a caster level equal to twice that amount. Metamagic feats without level adjustment are created as cantrips with a spell level of 1/2 and a caster level of 1. Double the cost of producing a potion to determine the cost of a Metamagic Draught; each dose additionally requires the expenditure of 25 XP per equivalent spell level.
When ingested, a metamagic draught allows the spellcaster to apply the effects of the metamagic feat chosen to any spell cast within 3 rounds.
Hurl Potion: An Alchemist has learns of many ways to deliver the effects of magic: to ingest, to annoint, and ultimately to shatter. As an attack action, the Alchemist may hurl a potion at any target within thirty feet as a ranged attack. As a full-round action, the Alchemist may take careful aim first, allowing him to hurl the potion as a ranged touch attack. Either way, if sucessful, the target suffers the effect of the potion as normal, save that a hurled potion does not allow for spell resistance. Any target is still allowed saving throws as normal.
Potionmaster: An Alchemist is the master of brewed magic, and so he can make his potions more potent than normal. At 6th level, an Alchemist gains access to supplementary spells. While the Alchemist can not cast any of these spells, he may brew potions containing them as if they were on his spell list. These spells are provided below.
In addition to this, at every level indicated above, the maximum level of spell that the Alchemist may brew into a potion is raised. Note that this does not apply to Metamagic Draughts, which may not exceed an equivalent spell level of 3rd. These increases also provide new supplementary spells.
Philosopher's Stone: The ultimate goal of the Alchemist is to attain power over time and matter through the production of a singularly powerful catalyst known as the Philosopher's Stone. At 20th level, the Alchemist may undertake a week-long ritualistic experiment in order to fulfil that goal and produce a single effective stone. The experiment consumes raw materials worth 100,000 gold, and the end result is a single, fist-sized chunk of blood-red crystal. Upon creation of the crystal, the Alchemist changes type to become an Outsider (Native), and ceases to age for as long as the stone exists. Any aging bonuses or penalties already accrued still apply, but no further modifiers are gained. If the crystal is destroyed, the Alchemist resumes aging until such a time as he may construct a new Philosopher's Stone. While in direct contact with the stone, the Alchemist's caster level for Transmutation spells increases by 2. An Alchemist may only maintain a single stone at a time.
Alchemist Spell List:
0-LEVEL
Detect Poison, Detect Magic, Read Magic, Mending, Open/Close, Arcane Mark, Prestidigitation
1ST-LEVEL
Grease, Unseen Servant, Identify, Floating Disk, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person
2ND-LEVEL
Arcane Lock, Resist Energy, Glitterdust, Web, Make Whole, Locate Object, Continual Flame, Shatter, Phantom Trap, Alter Self, Bears Endurance, Bulls Strength, Cats Grace, Eagles Splendor, Foxs Cunning, Knock, Owls Wisdom, Pyrotechnics, Spider Climb
3RD-LEVEL
Explosive Runes, Protection from Energy, Stinking Cloud, Flame Arrow, Gaseous Form, Haste, Keen Edge, Magic Weapon, Greater, Secret Page, Shrink Item, Slow, Water Breathing
4TH-LEVEL
Fire Trap, Globe of Invulnerability, Lesser; Stoneskin, Minor Creation, Resilient Sphere, Wall of Fire, Wall of Ice, Enlarge Person, Mass; Polymorph, Reduce Person, Mass; Stone Shape
5TH-LEVEL
Major Creation, Secret Chest, Teleport, Wall of Stone, Wall of Force, Magic Jar, Baleful Polymorph, Fabricate, Passwall, Transmute Mud to Rock, Transmute Rock to Mud, Permanency
6TH-LEVEL
Antimagic Field, Globe of Invulnerability, Acid Fog, Wall of Iron, Bears Endurance, Mass; Bulls Strength, Mass; Cats Grace, Mass; Disintegrate, Eagles Splendor, Mass; Flesh to Stone, Foxs Cunning, Mass; Move Earth, Owls Wisdom, Mass, Stone to Flesh
7TH-LEVEL
Mages Magnificent Mansion, Teleport, Greater, Forcecage, Simulacrum, Ethereal Jaunt, Reverse Gravity, Statue
8TH-LEVEL
Maze, Trap the Soul, Clone, Iron Body, Polymorph Any Object, Temporal Stasis
9TH-LEVEL
Imprisonment, Refuge, Etherealness, Shapechange.
SUPPLEMENTARY SPELLS:
0th Level
Cure Minor Wounds, Resistance
1st Level
Cure Light Wounds, True Strike, Endure Elements
2nd Level:
Barkskin, Lesser Restoration, Cure Moderate Wounds
3rd Level:
Rage, Heroism
4th Level:
Neutralize Poison
5th Level:
True Seeing
6th Level:
Greater Heroism