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View Full Version : D&D 3.x Class The Golden Alchemist (NOT MY CREATION; credit to Magicyop)



rferries
2017-09-26, 01:42 AM
Reposting this classic tier 1 homebrew class (http://www.giantitp.com/forums/showthread.php?170912-I-have-made-tin-into-gold!-3-5-Base-Class-PEACH-WiP) as it has been messed up by the forum change. Magicyop hasn't been active here since 2012 but I don't want this class to be lost. Added in some minor edits (e.g. save DC for Turn to Gold, minor prettifying edits, etc.) but tried to retain original text as much as possible


The Golden Alchemist


https://i.imgur.com/QMNQlwX.jpg

"There is no force in this world stronger than the ability to buy off your enemies. Control the cash, control the world."
-Tychus the Opulent, a Golden Alchemist
Where would any adventurer be without bags of money? Adventurers require only the highest quality equipment, and to get that, they need serious cash. It's no surprise that a group of sorcerers began to do research into a brand of magic specializing in money, specifically, the almighty gold piece. After years of struggling, they mastered the ability to change ordinary objects into gold... they were never unhappy again. The path of the Golden Alchemist may not be as exciting as that of a fighter or a wizard, but in the end, you'll be the one laughing all the way to the bank, and living in despicable luxury.

Making a Golden Alchemist
Golden Alchemists probably can't do things by themselves. They lack the sheer power to take on most endeavors, but in a group, they can easily finance their companions. Thus, as a Golden Alchemist, having good connections is important-- but with your wealth, you may find it relatively easy to make friends...

Abilities: Intelligence and charisma are important to a Golden Alchemist. Charisma will help you barter better, and determines the DC for many of your abilities. Intelligence is the ability tied with Appraise, which helps you to roll in even more dough.

Races: Any reasonably intelligent race can become a Golden Alchemist, though humans are most likely in this case, since they seem to have a love of wealth far greater than any other race.

Alignment: Golden Alchemists have been seen of every alignment. Some use their wealth to help the needy, some use it to pull strings and cause harm. Some use their wealth to build a strong society, others to tear it down.

Class Features

Hit Die: d6.

Class Skills: The Golden Alchemist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Perform (any) (Cha), Profession (any) (Wis), Search (Int), Sleight of Hand (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (4 + Int Modifier) x 4.

Skill Points at Each Additional Level: 4 + Int Modifier.

Starting Gold: 10d6 x 10 gold pieces.

Table: The Golden Alchemist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0



+2



+0



+0


Dream of Wealth (0th)


2nd

+1



+3



+0



+0


Turn to Gold


3rd

+2



+3



+1



+1


Dream of Wealth (1st)


4th

+3



+4



+1



+1


Golden Touch 1/day


5th

+3



+4



+1



+1


Secret of Metal


6th

+4



+5



+2



+2


Dream of Wealth (2nd)


7th

+5



+5



+2



+2


Golden Touch 2/day


8th

+6/+1



+6



+2



+2


My Precious


9th

+6/+1



+6



+3



+3


Dream of Wealth (3rd)


10th

+7/+2



+7



+3



+3


Golden Touch 3/day, Secret of Metal


11th

+8/+3



+7



+3



+3


Magic Gold (+1), Value Bending


12th

+9/+4



+8



+4



+4


Dream of Wealth (4th)


13th

+9/+4



+8



+4



+4


Golden Touch 4/day


14th

+10/+5



+9



+4



+4


Magic Gold (+2)


15th

+11/+6/+1



+9



+5



+5


Dream of Wealth (5th), Secret of Metal


16th

+12/+7/+2



+10



+5



+5


Golden Touch 5/day


17th

+12/+7/+2



+10



+5



+5


Magic Gold (+3), Sustained by Money


18th

+13/+8/+3



+11



+6



+6


Dream of Wealth (6th)


19th

+14/+9/+4



+11



+6



+6


Consider a Donation


20th

+15/+10/+5



+12



+6



+6


Gilt Enigma, Magic Gold (+4), Secret of Metal



Dream of Wealth (Su)
The Golden Alchemist is obsessed with wealth. As they grow in power, they master mystical abilities based around the use of their wealth and the acquisition of more. At first level, you learn two of the 0th level abilities listed below, usable 2/day as a supernatural ability. Every time you gain another Dream of Wealth ability, all of your lower level abilities gain one more use. When an ability would reach 6 uses per day, it instead becomes usable at will. You learn one 1st level ability at level 3, usable 1/day, and one ability of the next level up every 3 levels. You may choose an ability of a lower level if you like, instead. At any level where you would learn a new Dream of Wealth ability, you may swap out a single one of your lower level abilities for a different one of the same level.

Turn to Gold (Su)
The Golden Alchemist masters the art of transmuting other objects into gold. Once per day for every Golden Alchemist level, starting at level 2, the alchemist may touch an object and change it into gold. If it is attended or magical, it gets a Fortitude save (DC 10 + 1/2 class level + Charisma modifier). Each use may effect an object with a maximum weight of 10 pounds per class level. An object which is changed into gold loses any properties based on material it had before, and gains a new value of 10 gp per pound of weight. Transmuting an object to gold is a full-round action. Though the weight of the object changes due to becoming gold, the worth of the object is based on the original weight.

Golden Touch (Su)
An alchemist is a master of changing objects into gold-- even other creatures. A number of times per day as listed on the table, the alchemist may make a touch attack against a foe. The opponent must make a Fortitude save (DC 10 + 1/2 class level + Charisma Modifier) or begin to transform into gold. This has an effect like a flesh to stone spell, except the subject becomes gold instead of stone. A creature successfully changed to gold is worth a number of coins as shown on the following table:



Creature Size
Creature Value (GP)


Fine
20


Diminutive
40


Tiny
80


Small
160


Medium
320


Large
640


Huge
1,280


Gargantuan
2,560


Colossal
5,120



Certain other factors can modify the value of a creature that has been transmuted to gold, as shown below. All modifiers are cumulative.



Factor
Value Modifier


Creature is well-known
x2


Creature is beautiful to look at
x2


Creature is in particularly interesting pose
x1.5



This ability affects constructs and undead normally.

Secret of Metal (Ex)
By listening to the whispers of the metal that they love so much, an alchemist can uncover secrets, which they use to strengthen their own gold. Every 5 levels, the Golden Alchemist may choose one of the following secrets. From now on, any object or creature turned to gold possesses this property.


Secret of Iron: Golden object gains +2 AC, and +2 on all saves. A golden weapon gains +1 damage.

Secret of Steel: Golden object gains +4 on Fortitude saves, and +1 attack if used as a weapon. Gains hardness 1 (stacks with all other hardness) and +2 resistance to sunder attempts or other attempts to destroy the object.

Secret of Mithral: Golden object weighs only half as much and provides +2 max Dex bonus if used as armor. Gives +2 attack if used as a weapon. -10% spell failure chance. Armor check penalty is 2 less (minimum 0)

Secret of Silver: Golden object is worth 1.5 times as much. Gains +1 max Dex bonus, but -1 AC and takes -1 penalty on damage if used as a weapon. Bypasses DR as if it was silver.

Secret of Cold Iron: Golden object gains +2 damage if used as a weapon. Gains hardness 1 (stacks with all other hardness) and +20% hit chance if used against incorporeal foes. Bypasses DR as if it was cold iron.

Secret of Adamant: Golden object gains +3 AC and hardness 7 (stacks with all other hardness). Gains +1 hit and damage if used as a weapon.

Secret of Deep Crystal: Psionic user may invest up to 6 power points in golden object. Every 2 power points increases AC by 1 and damage by 1d6.

Secret of Thinaun: Your gold can absorb the souls of the dead in the same way Thinaun can. If you touch a golden object to a dead body, the soul is absorbed into the gold. The soul gets a Will save (DC 10 + 1/2 class level + Charisma modifier) to avoid this. Each gold object can hold one soul.

Secret of Platinum: The damage dice of a golden weapon is increased one step. (From d4 to d6, d6 to d8, etc.) Golden objects are worth 1.5 times as much.

My Precious (Su)
You may add a special quality to a single golden object. This object becomes instantly desirable to everyone except for you. Anyone seeing it must make a Will save, with the DC equal to your result on an Appraise check when creating the precious object, or want the object. They will do anything in their power to possess the object, but if that would require doing something they would not normally do, they get a second Will save with a +5 bonus. Every time they fail one of these Will saves, they gain a cumulative -2 penalty on their next Will save to resist the same object, as they sink deeper and deeper into desire for the object. If they manage to acquire the object, the Will saves are for them to resist the desire to keep it in their possession. You may create a second precious object, but only if you get the first precious object back and remove the precious quality from it. You may reclaim the precious quality after a week without touching the object, if you have not already done so, from a range of 5 miles/level. If it has been two weeks, you can reclaim the quality if the object is on the same plane. If it has been three or more weeks you can reclaim the quality no matter where the object is.

Magic Gold (Ex)
Your gold takes on mystical qualities, making it more useful to you. Anything you turn into gold may have a total of magical properties equal to the amount shown on the table. Changing the properties which you imbue your gold with takes 12 hours of meditation.

Value Bending (Ex)
You can make people think your possessions are worth more than they actually are. Once per day you may make an Appraise check and a Bluff check, and combine your two results. Increase the worth of one of your objects by (the combined result times ten) gold pieces.

Sustained by Money (Ex)
You can receive sustenance equal to one meal with food and drink simply by sucking on a piece of gold for fifteen minutes.

Consider a Donation (Su)
You may lull someone into giving you money for basically no reason. Once per day, you may force someone you have been speaking with for at least a minute to give you a gift of gold pieces. The amount you can make them give you is equal to the result of a Diplomacy check times ten. They may make a Will save (DC 10 + 1/2 Class level + Charisma modifier) to resist. This is a supernatural, mind-affecting ability.

Gilt Enigma (Ex or Su)
You have reached the very height of your craft. Choose one of the two abilities listed below. You may not change your choice later.


Hand of Midas (Su): You gain a great power, and a great curse. Anything you touch is turned to gold. In practical terms, this means that you can use Turn to Gold and Golden Touch at will, but you may NOT suppress this ability. Anything solid which you touch instantly becomes gold, even your friends. You may not circumvent this ability in any way short of epic magic, and then only with the express permission of your Dungeon Master.

Golden Ascendancy (Ex): You reach the pinnacle of your craft, and transform yourself permanently into moving gold. This acts in many ways like a permanent version of the Golden Transformation dream. You gain a permanent +4 natural armor, and 4 hardness (stacks with all other hardness.) You gain the positive effects of all your Secrets of Metal. You gain +2 to your Charisma score, +2 to your Strength score, and a +4 bonus on all Diplomacy checks. If you choose, you may make a Disguise check with a +5 bonus to disguise the fact that your flesh is gold, though your skin is still very bright. If someone slays you permanently, your body is worth a fortune. Finally, you cease to age at all.

Dream of Wealth Abilities

0th:
Summon Money I
Use time: Standard action
Effect: You clench your fist, and when you open it, you have conjured some pocket change. In effect, you summon 1d6 copper pieces.

Glitter like Gold
Use time: Standard action
Effect: You clutch a golden object and it begins to shine like the sun. This acts as a permanent light spell.

If Money Could Speak
Use time: Standard action
Effect: You hold up a gold piece, copper piece, silver piece or platinum piece, and telepathically hear it recount its past. You can gain information about what it was spent on, who spent it, when, and where.

Astral Mart I
Use time: Full-round action
Effect: You are a well known buyer. You can buy any item which costs 10 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 10 gold and you can get it anywhere, the moment you need it.

Gold Grab
Use time: Standard action
Effect: You telekinetically pull any gold item less than 30 ft. away to your hand. You may pull a bag of gold pieces as if it was a single gold item. You may not move an item weighing more than 200 pounds.

Empty Bag
Use time: Standard action
Effect: You make someone believe that they are poor. If they fail a Will save (DC 10 + Charisma modifier) then any time they look in a place where they have put their money, they see nothing there. This lasts for a number of minutes equal to your charisma modifier.

Detect Wealth
Use time: Standard action
Effect: This works exactly like detect evil, but you detect valuable objects instead, and the cone is 200 ft. long.
1st:
Summon Money II
Use time: Standard action
Effect: You clench your fist, and when you open it, you have conjured some money. In effect, you summon 5d6 copper pieces.

Astral Mart II
Use time: Full-round action
Effect: You are a well known buyer. You can buy any item which costs 100 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 100 gold and you can get it anywhere, the moment you need it.

Allure of Gold
Use time: Standard action
Effect: You hold up a golden object and wave it in a very interesting way. A specific targeted foe must make a Will save (DC 10 + Charisma modifier) or be fascinated by the object. They act as hypnotized, and you may give them one command as if they were friendly. The duration is permanent until either you drop the golden object, or something gets you out of their line of sight. You may not take standard actions while keeping a foe fascinated by an object.

Miser's Vault
Use time: Standard action
Effect: You are able to hold much, much more than you should be able to. When you use this, you are able to pack your Charisma modifier times as much into a bag as you normally would be able to. You may do this with other people's bags too, but if they take the objects out, they will not be able to get them all back in again without your help.

Worthwhile Strike
Use time: Immediate action
Effect: When you make a melee attack, you may use this ability. It allows you to use your Golden Touch ability through any weapon you are wielding, as part of the attack.

Lucky Coin
Use time: Standard action
Effect: You wave your hand over a coin, and it becomes very, very lucky. For a duration of 1 hour per Golden Alchemist level, anyone who is holding the lucky coin gains a +1 luck bonus to saves, armor class, skill checks, and attack rolls.
2nd:
Summon Money III
Use time: Standard action
Effect: You clench your fist, and when you open it, you have conjured some spending money. In effect, you summon 2d6 silver pieces.

Astral Mart III
Use time: Full-round action
Effect: You are a well known buyer. You can buy any item which costs 500 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 500 gold and you can get it anywhere, the moment you need it. You gain a 10 gp discount on any item you purchase this way.

Golden Transformation
Use time: Swift action.
Effect: You transform your skin into molten gold, providing you with protection. Your natural armor increases by +4 and you gain the benefit of all of your Secret of Metal abilities. If you have DR, it is increased by 2, otherwise, you gain DR 2/mithral. This effect lasts one round per point of your Charisma modifier.

Paycure
Use time: Swift action.
Effect: You expend gold to heal yourself, devouring the monetary value. You may expend any number of gold pieces which you have on your person, to give yourself instantaneous healing. You gain 1 HP of healing for every 10 GP spent, and for this purpose you may convert between monetary types as you wish. (1 HP is also 1 platinum piece, 100 silver pieces, and 1000 copper pieces). You may even de-value a gold object, such as a creature you have turned to gold, if you are carrying it currently. An object reduced to zero value is destroyed.

Gold Drops
Use time: Standard action.
Effect: You freeze a liquid into gold. Effectively, you are using your Turn to Gold ability, but may use it on a liquid object, or as much Liquid as your Turn to Gold ability will let you. Creatures trapped partially in liquid turned to gold are trapped until they can break the gold or destroy it. Creatures who have their mouth covered in gold may begin to suffocate.
3rd:
Summon Money IV
Use time: Standard action
Effect: You clench your fist, and when you open it, you have conjured a considerable bit of cash. In effect, you summon 1d6 gold pieces.

Astral Mart IV
Use time: Full-round action
Effect: You are a well known buyer. You can buy any item which costs 1000 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 1000 gold and you can get it anywhere, the moment you need it. You gain a 100 gp discount on any item purchased in this way.

Dull the Glitter
Use time: Standard action
Effect: You make one object seem non-valuable and undesirable to everyone except you. Make an Appraise check to use this ability. People seeing the object for the next (Charisma modifier) hours must make a save, with DC equal to the result of your Appraise check, or believe the object is worthless for the next (Charisma modifier) hours.

Wealth Linked
Use time: Standard action
Effect: For the next 24 hours, you are able to know the current location of all gold or valuables that you possessed at the time of the casting of this ability. This does not enable you to scry the area your valuables are in, it just allows you to track the valuables flawlessly and always know how far away they are.

4th:
Summon Money V
Use time: Standard action
Effect: You clench your fist, and when you open it, you have conjured a large pouch of cash. In effect, you summon 5d6 gold pieces.

Astral Mart V
Use time: Full-round action
Effect: You are a well known buyer. You can buy any item which costs 5000 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 5000 gold and you can get it anywhere, the moment you need it. You gain a 500 gp discount on any item purchased in this way.

Animate Gold Swarm
Use time: Standard action
Effect: You breath life into the money you so love, and it animates to serve you. You may animate a number of gold pieces equal to your hit dice squared. These gold pieces become part of a gold swarm with hp equal to the number of gold pieces animated. The swarm takes up a 10 ft. space + 5 ft. for every 50 gold pieces above 100. It has a swarm attack which deals 1d4 damage for every 20 gold pieces in the swarm. It does not nauseate. It moves at your directive, with a ground speed of 20 ft. per round, it may not fly, swim, or burrow, but it may climb at its ground speed. Every time damage is dealt to the swarm, that many gold pieces fall out of the swarm and onto the ground, becoming regular currency again.

Improved Paycure
Use time: Swift action.
Effect: As Paycure, except that you gain 1 HP of healing per 5 GP expended. Additionally, you may spread this healing as you wish between yourself and any creatures within 60 feet.

Gold Smoke
Use time: Standard action.
Effect: You freeze the very air into gold. Effectively, this works like Gold Drops, except that instead of effecting 10 pounds per class level, you effect one 5 foot square per class level. The very air is transformed into gold. Creatures who would be trapped in the area may attempt a Reflex save, DC 15 + your Charisma modifier. A successful reflex save allows them to bound to the nearest square which is not being turned to gold, as long as they could get there with one move action.
5th:
Summon Money VI
Use time: Standard action
Effect: You clench your fist, and when you open it, you have conjured a small fortune. In effect, you summon 25d6 gold pieces.

Astral Mart VI
Use time: Full-round action
Effect: You are a well known buyer. You can buy any item which costs 20,000 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 20,000 gold and you can get it anywhere, the moment you need it. You gain a 1,000 gp discount on any item purchased in this way.

Cash Weapon
Use time: Standard action
Effect: You may fling your money as a dangerous weapon! You may fling a number of coins equal to your class level. They move and deal damage as a throwing knife. Copper coins gain a +1 bonus to attack and damage for every 6 coins thrown, Silver coins gain a +1 bonus to attack and damage for every 5 coins thrown, Gold coins gain a +1 bonus to attack and a +2 bonus to damage for every 4 coins thrown, and Platinum coins gain a +1 bonus to attack and +2 bonus to damage for every 3 coins thrown.

Buyer Omniscience
Use time: Full-round action
Effect: By concentrating for a full round, you may ascertain all valuable trades or sales nearby. You detect the transactions which involve objects or cash worth more than all other transactions, within a range of 1 mile per class level. You are able to sense the five most valuable transactions occurring within your range that have occurred up to a day before your casting, or up to a day into the future of your casting. You know the location of these transactions and what valuable goods are involved.

6th:
Summon Money VII
Use time: Standard action
Effect: You clench your fist, and when you open it, you have conjured a fortune. In effect, you summon 125d6 gold pieces.

Astral Mart VII
Use time: Full-round action
Effect: You are a well known buyer. You can buy any item which costs 100,000 gold or less from anywhere. The cost in gold disappears from your bag, and the item replaces it. The purchase cost is the same as if you bought it normally, in a village or such, but you can get any item which costs less than 100,000 gold and you can get it anywhere, the moment you need it. You gain a 5,000 gp discount on any item purchased in this way.

Worth More Dead
Use time: Standard action
Effect: You point with your fingers and an opponent instantly melts into a precious object. There is no save against this effect, and it may be used at a range of 50 ft. It is otherwise identical to your golden touch. Spell resistance still applies. You may only effect a target who currently has hp below a certain limit. This limit is equal to 1/2 your class level, times your charisma modifier.

Glory to the Gold
Use time: Standard action
Effect: As allure of gold, except much more powerful. A foe's mind is drawn into a gold object, making the entire world seem unimportant by comparison. The foe is permanently fascinated by the object, even if you drop it, as long as they have line of sight to the object. While they are fascinated, anything you ask them to do counts as a suggestion, except that you may ask them to do unreasonable things. However, anything that would make them stop looking at the gold breaks the effect. If nothing gets in the way, the foe may stare into the gold without care until they die from not eating.
Epic Golden Alchemist



Level
Special


21st
Epic Dream of Wealth


22nd
Bonus Feat


23rd
Magic Gold (+5)


24th
Epic Dream of Wealth


25th
Bonus Feat, Epic Secret of Metal


26th
Magic Gold (+6)


27th
Epic Dream of Wealth


28th
Bonus Feat


29th
Magic Gold (+7)


30th
Epic Dream of Wealth, Epic Secret of Metal



Epic Dream of Wealth (Su)
At 21st level, and every 3 levels afterwards, you may choose to either grant each of your Dream of Wealth abilities an extra use (becoming at-will when you gain 6 uses as usual) or choose a new Dream of Wealth ability of any level. You have as many uses of that dream of wealth ability as you did of any other dream of that level.

Bonus Feat (Ex)
At 22nd level, and every 3 levels afterwards, you gain a bonus epic feat from this list:
Additional Magic Item Space (http://www.d20srd.org/srd/epic/feats.htm#additionalMagicItemSpace), Armor Skin (http://www.d20srd.org/srd/epic/feats.htm#armorSkin), Augmented Alchemy (http://www.d20srd.org/srd/epic/feats.htm#augmentedAlchemy), Blinding Speed (http://www.d20srd.org/srd/epic/feats.htm#blindingSpeed), Damage Reduction (http://www.d20srd.org/srd/epic/feats.htm#damageReduction), Epic Skill Focus (Appraise, Diplomacy) (http://www.d20srd.org/srd/epic/feats.htm#epicSkillFocus), Epic Spell Penetration (http://www.d20srd.org/srd/epic/feats.htm#epicSpellPenetration), Extended Life Span (http://www.d20srd.org/srd/epic/feats.htm#extendedLifeSpan), Great Charisma (http://www.d20srd.org/srd/epic/feats.htm#greatCharisma), Great Intelligence (http://www.d20srd.org/srd/epic/feats.htm#greatIntelligence), Polyglot (http://www.d20srd.org/srd/epic/feats.htm#polyglot).

Magic Gold (Ex)
Starting at level 23, and every 3 levels afterwards, the magical properties of your gold increase by one. Further, you may now spend the bonus on epic properties, if you have enough bonus.

Epic Secret of Metal (Ex)
At level 25 and every 5 levels afterward, you gain another Secret of Metal. You may either choose a normal Secret of Metal, or choose one of the Epic secrets below:


Secret of Serren: Your gold is able to interact with the incorporeal normally, as if it were under the effects of a Ghost Touch enchantment. Further, you act as though your gold is perpetually under the effects of a Wraithstrike spell, in that any attacks you make with it are touch attacks.

Secret of Aurorum: Your gold gains regeneration equal to 1/2 your class level. Since it is nonliving, it gains no special resistance to lethal damage, but it heals a good amount of damage each round, and if you bring two pieces of a broken gold object together, they reform and seal into the unblemished golden object.

Secret of Starmetal: Your gold gains +3 AC and hardness 7 (stacks with all other hardness), and a +1 to attack and damage if used as a weapon, just like adamant. Further, all extraplanar creatures who touch your gold take 1d6 untyped damage each round and must make a DC 10 Fortitude Save or be instantly killed and turned to ash.

Secret of Stygian Ice: Your gold chills the air around it. As a free action you may cause any of your gold objects to radiate an aura with a radius of 10 feet that causes the temperature to drop by up to 10 degrees. Further, at your command, as a swift action, the gold will burn with cold, and cause those touching it to take 1d6 cold damage and 2 WIS damage each round they are in contact with it or touch it. Even when both these effects are off, your gold always feels rather cold to the touch.
Feats
Cash Casting
Prerequisites: Golden Alchemist 1, Caster Level 3.
Effect: Any and all material components and focuses that you need to cast your spells are unneeded. Instead, you may simply expend a number of gold pieces equal to the value of the needed focus or component at the time of your casting the spell. You additionally gain a 5 gp discount on all material components, and the price you must spend on any focus is halved.

Host of Dreams
Prerequisites: Dream of Wealth class ability.
Effect: Choose one Dream of Wealth ability that you know. You gain one extra use of that ability. As usual, if you would gain 6 uses of the ability, it instead becomes at will.
Special: You may take this feat a number of times equal to half your Intelligence modifier (minimum 1.)

Shining Ray
Prerequisites: Turn to Gold class ability.
Effect: You may now use your Turn to Gold and Golden Touch class abilities at a range of 10 feet. (In which case, these attacks count as a ray, they require a ranged touch attack instead of a touch attack.) You are not required to use this ability when you use those class abilities, which means that if you possess the Hand of Midas class ability, you do not turn everything within 10 ft. of you to gold.
Special: You may take this feat multiple times. Each time, the maximum range of your ray increases by 10 feet.

Gilded Blast
Prerequisites: Shining Ray.
Effect: You may choose to use your Shining Ray attack as a line. The line has the same range as your ray attack. Enemies must make a Reflex save (DC 10 + 1/2 your HD + your Charisma modifier) to avoid the attack. If they succeed on their save, they avoid the blast completely.

Dense Gold
Prerequisites: Golden Alchemist 8.
Effect: All creatures that you turn to gold have their value doubled from the value noted for their size. However, because you are making your gold literally more dense, the weight of these creatures also doubles, so they may be more difficult to transport around.

Transmute Return
Prerequisites: Golden Alchemist 5.
Effect: By performing a ritual requiring a DC 20 Craft (Alchemy) check and four hours of preparation, in addition to alchemical facilities, you may create a solution which will transform a gold object soaked in it back to its original state. In the case of an object or creature which you converted to gold, it returns to life. In the case of something that was gold to begin with, roll on this table to see what the gold transmutes to. Each dose negates one medium creature worth of gold.


d%
Effect


0-30
Stone


31-40
Living Flesh


41-70
Useless Chalk


71-75
Platinum


76-85
Glass


86-95
Coal


96-99
Solid Quintessence (http://www.d20srd.org/srd/psionic/powers/quintessence.htm)



All solution that you create spoils after 48 hours if it is not used, so it is impossible to stockpile it.

nonsi
2017-09-26, 08:42 AM
.
Flesh to Stone on steroids at 4th level seems excessive to me.

rferries
2017-09-26, 09:24 AM
.
Flesh to Stone on steroids at 4th level seems excessive to me.

Yeah, but I think the OP rationalised it as being a melee attack with very limited uses (compare monk and Stunning Fist). This was certainly intended as a uniquely tier 1 class haha!

rferries
2017-09-26, 09:29 AM
Something fun:

At 18th level, if you have Summon Money V, Host of Dreams (Summon Money V) x3, and Astral Mart VII, you can spend 16 hours a day generating 168,000 gp per day, then buying rings of three wishes and stockpiling them. Not bad for a class with no actual spell slots!

khadgar567
2017-09-26, 09:47 AM
uncle midas's gold statue emporium we have most life like statues in the kingdom

rferries
2017-09-26, 09:53 AM
Yeah, that'd be a rather morbid business!

Also another way this class breaks WBL is Glitter Like Gold - turn a single gold piece into an everburning torch worth 110 gp!

khadgar567
2017-09-26, 10:06 AM
2480 gold per poor mook is more good as long as they have charisma higher then 10 but this class breaks WBL to hard such that WBL is fine dust for this class and evil alignment is must if you worth your salt thanks to astral market power my first thing probably star summoning sucubi so i can sell them as statues and get rich more quicly then ever

Westhart
2017-09-26, 10:50 AM
2480 gold per poor mook is more good as long as they have charisma higher then 10 but this class breaks WBL to hard such that WBL is fine dust for this class and evil alignment is must if you worth your salt thanks to astral market power my first thing probably star summoning sucubi so i can sell them as statues and get rich more quicly then ever

Until you convert the consort of Asmodeus because the DM gets tired, leading to your... can we cut the detail and say death + eternal torment?

khadgar567
2017-09-26, 11:47 AM
Until you convert the consort of Asmodeus because the DM gets tired, leading to your... can we cut the detail and say death + eternal torment?
still there is enough succubi to get rich enough and there is the whole angelic part of the coin so as long as this class has silver tongue it can get pretty long way plus us adventurers universally like murder and coin as long as cash keep coming security is not problem hell i thing gods can pay sweet buck for rivals turning gold without getting their paws dirty

Westhart
2017-09-26, 11:53 AM
still there is enough succubi to get rich enough and there is the whole angelic part of the coin so as long as this class has silver tongue it can get pretty long way plus us adventurers universally like murder and coin as long as cash keep coming security is not problem hell i thing gods can pay sweet buck for rivals turning gold without getting their paws dirty

Fair enough.