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    Default Re: Base Class Challenge IV - Tipping the Scale

    The Alchemist
    In order to gain something, something of equal value must be lost. That is the first law of Equivalent Exchange, and in those days, we though it was the one and only truth.
    -Edward Elric, a preeminent Alchemist

    A general description of what your class is!

    Adventures: Why your class might adventure.

    Characteristics: What your class is capable of.

    Alignment: What alignment or alignments your class may have and why.

    Religion: What deities or ideals your class follows, if any, and why.

    Background: How you become part of your class and why.

    Races: What races most often have members of your class, as well as any races that cannot join, along with why.

    Other Classes: How your class relates to other classes, positively or negatively, and why.

    Role: What your class does in and for a party.

    Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

    Game Rule Information
    Alchemist’s have the following game statistics.
    Abilities:
    Alignment: Any
    Hit Die: d6

    Class Skills
    An Alchemist’s class skills (and the key ability for each skill) are Appraise (int), Concentration (con), Craft (int), Decipher Script (int), Disable Device (int), Gather Information(cha), Heal (wis), Knowledge(arcane) (int), Knowledge(architecture and engineering) (int), Profession (wis), Search (int), Sleight of Hand (dex), Speak Language (int), Spellcraft (int), Survival (wis) and Use Magic Device (cha).
    Skill Points at First Level: (6+int)x4
    Skill Points at Each Additional Level: 6+int

    {table=head]level|BAB|Fort save|Reflex save|Will save |Special|RP |Focus

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    | Principle of Shape ||1|
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    | ||2
    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Second Nature||3
    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Principle of Motion, Create Elixir|
    4
    |4
    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    | |
    5
    |5
    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    | |
    6
    |6
    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Principle of Substance |
    7
    |7
    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    | |
    8
    |8
    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    | |
    9
    |9
    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    | Principle of Energy|
    10
    |10
    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    | |
    11
    |11
    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    | |
    12
    |12
    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Principle of Alteration|
    13
    |13
    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    | |
    14
    |14
    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    | |
    15
    |15
    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    | |
    16
    |16
    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    | |
    17
    |17
    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    | |
    18
    |18
    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    | |
    19
    |19
    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Magnum Opus |
    20
    |20[/table]

    Class Features
    Weapon and Armour Proficiency: An Alchemist is proficient with all simple weapons, light armour, and three martial weapons of their choice.

    Focus: All Alchemists own a substance unique to them known as their Focus. The Focus is a vapour stored inside their bodies that is especially receptive to their own life force. By excreting this vapour through their sweat pores and dissolving it into other objects, an Alchemist can control and manipulate these objects as they desire. An Alchemist can store an amount of Focus points inside of their bodies equal to one per Alchemist Level, and may fuse it with objects up to a distance of 10ft per Alchemist Level.

    Dissolution: An Alchemist may dissolve any amount of Focus into an object as a free action, and removing Focus from an object is a free action.
    A single point of focus may only occupy one object at a time. For objects larger than medium size, then each 5 foot cube is treated as a single object. Each point of Focus occupying a single object adds one to an objects compression value. While compression value does nothing at early levels, it becomes vitally important to an Alchemist’s abilities later on, and helps keep track of where your focus is invested.
    An Alchemist may not dissolve their Focus into any organic (either living or dead) or magical (including constructs and magic items) objects.

    Principle of Shape: The first circle of change that the alchemist learns to manipulate is the shape of an object. Any object with dissolved focus in it may be shaped into any shape as a move or swift action. An Alchemist may not change the size category of anything (e.g. they may only shape a longsword (a small object) into another small object). An Alchemist may also split a dissolved object into smaller size categories or fuse multiple dissolved objects into larger ones. Each size category provides (if splitting) or requires (if fusing) four objects of the size category lower, or sixteen of the size category lower than that etc.
    If an object is shaped so that it will collide with an object or creature, such as a pillar growing from a wall or spikes growing from the ground, the Alchemist may, if they wish, force the target to make a reflex save against a DC of 10 + Half the Alchemist’s level + the Alchemist’s Charisma Modifier or be dealt bludgeoning, piercing, or slashing damage (whichever seems appropriate given the shape of the object) equal to 1d6 per two Alchemist levels, rounding up, and may make an Intelligence check opposed by a Strength check to move the offending object or creature to the nearest unoccupied space as if making a bull rush.
    If the Alchemist shapes a weapon out of an object, it deals damage equal to 1d6 damage of the appropriate type, per two Alchemist Levels. It otherwise has all normal abilities that the weapon would normally possess.
    If an Alchemist shapes an object so that someone standing on it would fall, they must make a Reflex Save of 10 + Half the Alchemist’s level + the Alchemist’s charisma modifier (the Alchemist may choose for the person to automatically succeed) or fall, taking falling damage as appropriate. If the creature succeeds then they move to an unoccupied adjacent square.

    Second Nature: At third level, the Alchemist’s mastery of magic items allows him to take 10 on a Use Magic Device check even when distracted or threatened.

    Principle of Motion: The next circle of change is how to move an object. As a move or swift action, an Alchemist may move any object they have Focus dissolved into a distance equal to five feet per two Alchemist levels. This may move through any space that is not already occupied by an object (unless they are planning to collide with the object, see below) and that is not outside the Alchemist’s maximum range.
    If the Alchemist so wishes, he may attempt to collide an object with a target. To do this, he must make a ranged attack roll using his Int instead of Dex modifier, against the target’s AC. If the attack hits, then the target takes 1d6 of an appropriate damage type per two Alchemist Levels. If the object is a weapon then any abilities the weapon normally has for being thrown, apply.

    Create Elixirs: As well as their potent circles of change, Alchemists learn the art of creating potent potions and elixirs. At the beginning of each day, an Alchemist may create a single elixir and drink it to gain the effects of it for the rest of the day. Each day, an Alchemist gets a number of Reagent Points (RP) as shown in the table, these are spent during the creation of elixirs to buy potent effects for them. Reagents spoil if they are not used, and RP do not carry over to the next day if you do not spend them.

    Principle of Substance: The next circle of change an Alchemist learns is how to change the material an object is made up of entirely. As a move or swift action, and Alchemist may change the material of an object which they have dissolved Focus in to certain other materials with special properties. Many of these materials have extra abilities depending on the compression value of an object.

    Substance Materials – (Crunch is in progress, but here’s a list of the available substances)
    Spoiler
    Show
    Iron: Transmuted Iron is magnetically charged by the Alchemist.
    Phosphorus: Transmuted Phosphorus glows with a bright light.
    Sulphur: Transmuted Sulphur can be commanded by the Alchemist to explode.
    Mercury: Transmuted Mercury corrodes all who come into contact with it.
    Ice: Transmuted Ice chills all who come into contact with it.
    Crystal: Transmuted crystal has incredible reflective qualities.
    Salt: Transmuted Salt is
    Adamant: Transmuted Adamant is incredibly hard and strong.
    Cold Iron: Transmuted Cold Iron is effective when used as a weapon.


    Principle of Energy: For the fourth circle of change, the Alchemist learns that energy and matter are not so different. The Alchemist learns how to convert energy into matter, and vice versa.

    Principle of Alteration: The fifth and final circle of change that the Alchemist learns is how to manipulate the properties of an object, to exert finer control.

    Mastery of Items: At eighteenth level, an Alchemist’s mastery of magical items increases so much that she can take 20 on a Use Magical Device check in the same amount of time it would take her to make the check normally.

    Magnum Opus:
    Last edited by IcarusWings; 2011-01-03 at 08:46 AM.
    You gotta' let me know, are we human,
    Or are we dancers?
    My signs are vital, my hands are cold,
    And I'm on my knees, begging for the answer,
    Are we human, or are we dancers?

    - Human, The Killers