Alchemist
The alchemist is a new class added for this campaign. Though some wizards and sorcerers are able to create minor potions starting at third level, nothing can compare to the mastery of alchemy like the alchemist. To the alchemist, these wizards and sorcerers are only dabblers in alchemy, much like paladins dabble in priestly magic and rangers dabble in druidic magic.
Within Karameikos, the gnomes are the dominant player in this field, and even have a clan, brewmysters, dedicated to its function. Many alchemal recipees are used in technological contraptions created by the gnomes. As the arcane practice of humans in Karameikos is weak at best, with exception of individual's like Skarda here and there, there are no known human alchemists. Likewise, other races have never shown interest or ability in this profession as well.
Outside of Karameikos, other nations have more dedicated studies to the field of alchemy, but none excel as far as Glantri has, which even has a school dedicated to this art, and are able to mass produce such items to the point where players can purchase them in the store, just as easily as one can purchase a sword or a horse.
Game Rule Information
Alchemists have all the following game statistics.
Abilities: Intelligence is criticaly important to an alchemist, as it dictates the potency of his creationsand the number of recipes he knows. Constitution helps the normally frail alchemist survive mishaps and dangers, while a good Exterity lets him acccurately measure precise amounts of dangerous chemicals.
Alignment: Alchemists cover a wide range of alignments. For every lawful one who records his recipes and produces his goods in carefully controlloed, there is a chaotic counterpart who slings together ingredients based on little more than guesswork and estimates.
Hit Die: d6
Starting Wealth: 3d4x10 gp
The alchemist also starts with a small kit of tools and agents needed to make his elixirs. This kit of tools and agents needed to make his elixirs. This kit is kept in a wooden box and weighs 10 pounds. A replacement kit costs 25 gp.
Class Skills
The alchemist class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). See Chapter 4: Skills in Player's Handbook for full descriptions of these skills.
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
Class Features
All the following are class features of the alchemist class:
Weapon and Armor Proficiency: Alchemists are poficient with all simple weapons.
Concoct Elixirs: Alechmists learn a number of recipes that produce wondrous elixirs capable of booting a man's strength, granting him incredible spped, or giving him the ability to see invisible creatures. EAch day, an alchemist may spend an hour producing a batch of elixirs: simple, fragile, concoctions that go bad and lose their effectiveness after 24 hours. Alchemists know a total number of recipes as determined by their level per the table below. Each recipe corresponds to a different magic spell, and he recipes available to the alchemist are listed by level. Alchemists choose the recipes they have mastered from the list.
Each day, an alchemist can produce a total number of elixirs based on the recipes' level. The total levels in recipes he can make equals his level plus his intelligence modifier. Two 0-level recipes count as one 1st-level recipe (or 1/2 of a level towards teh total number of recipes). These elixirs each last only 24 hours, after which they lose their effectiveness. An alchemist must have a fire, a small toolkit, and vials for each elixir. To keep things simple, he is assumed to be able to use readily available ingredients to produce his wares. Even in distant lands the alchemist knows his elixirs well enough to substitute new ingredients from old.
Anyone drinking an elixir produced in this manner gains the benefit of the spel to which the elixir corresponds. The target is always the drinker. A spell with an area of effect created in elixir form, such as haste, works only on the person who drinks it. The spell is cast at the alchemist's level in this class. A person can drink multiple elixirs with no side effects, aside from any normally caused by the spells they mimic.
When an alchemist gains a level, he learns new recipes that he adds to his repertoire. Elixirs created in this manner do not detect as magic. The effects of failed elixirs (and whether or not the alchemist notices such a mistake) are up to the DM.
Brew Potion: At 3rd level, the alchemist gains a modified version of the brew potion feat. The alchemist uses the standard rules for creating a potion with the following exceptions. he is assumed to have access to all magic spells from all lists when determining which potions he may manufacture. Thus, an alchemist can choose spells from the wizard or cleric lists when making potions. However, alchemists must still obey the stictures regarding which types of spells are eligible to become potions. Furthermore, as he gains experience the alchemist learns to push the art of potion brewing to its limits.
Modify Metals: At 6th level, the alchemist learns to work with acid and other chemicals to imporve the quality of mundane equipment. He can grant the masterwork quality to any item eligible for that ability by using an appropriate Craft skill to produce work equal to a quarter of the item's value.
The alchemist can also use his chemicals to sharpen a slashing or piercing weapon to a razor's edge. With a day of work and 5 gp in raw materials, he can grant such weapons a +1 damage bonus. Melee weapons keep their edge for a single encounter, while missile weaons and ammunition receive it for one use, after which they become dulled and lose this bonus. Magical items cannot receive this enchancement.
The same weapon may not be sharpened again after losing its edge, but no weapon ever gains more than a +1 bonus, even if an alchemist treats a weapon more than once.
Transmute Metal: The goal of most alchemists is to transform lead and other base metals into gold. At 20th level, the alchemist finally unlocks the secrets of this process. He or she can change any non-valuable metals, such as iron or lead, into 5 times the raw material's value in gold. Thus, 100 gp of lead becomes 500 gp worth of raw gold. In addition to the reagents (consumed during the process) equal to half the final value of gold produced. To determine how long this process takes, the alchemist folllows the rules ofr making items with the Craft skill. However, he tests his Alchemy skill rather than Craft, and his work is completed when he does work equal to the total value of the gold he aims to produce. The DC of this Alchemy check is 35. Only one item at a time may be produced in such a fashion.
Alchemist Recipes Known
0-level: Cure minor wounds, enlarge, feather fall, fall, jump, purify, food and drink, resistance, virtue.
1st-level: Bull's strength, cat's grace, comprehend languages, , darkvision, endure elements, expeditious retreat, goodberry, obscuring mist, shocking grasp, spider climb.
2nd-level: Aid, barkskin, blue, cure moderate wounds, delay poison, detect thoughts, endurance, lesser restoration, remove paralysis, see invisibility.
3rd-level: Blink, clairaudience/clairvoyance, cure serious wounds, fly, gaseous form, haste, neutralize poision, protection from elements, remove blindenss/deafness, remove disease, speak with plants, tongues, water breathing.
4th-level: Cure critical wounds, improved invisibility, polymorph self, restoration, shout, stoneskin.
Alchemist Advancement
Hit Dice: d6
Class Level |
Base Attck |
FS |
RS |
WS |
Special |
Alchemist Recipes Known |
0 |
1 |
2 |
3 |
4 |
1st |
+0 |
+2 |
+0 |
+2 |
Craft Elixirs |
3 |
- |
- |
- |
- |
2nd |
+1 |
+3 |
+0 |
+3 |
- |
4 |
- |
- |
- |
- |
3rd |
+1 |
+3 |
+1 |
+3 |
Brew Potion |
5 |
1 |
- |
- |
- |
4th |
+2 |
+4 |
+1 |
+4 |
- |
6 |
2 |
- |
- |
- |
5th |
+2 |
+4 |
+1 |
+4 |
Brew Potion (4th level spells) |
6 |
3 |
- |
- |
- |
6th |
+3 |
+5 |
+2 |
+5 |
Modify metals |
6 |
4 |
- |
- |
- |
7th |
+3 |
+5 |
+2 |
+5 |
- |
6 |
5 |
1 |
- |
- |
8th |
+4 |
+6 |
+2 |
+6 |
Brew Potion (5th level spells) |
6 |
6 |
2 |
- |
- |
9th |
+4 |
+6 |
+3 |
+6 |
- |
6 |
6 |
3 |
- |
- |
10th |
+5 |
+7 |
+3 |
+7 |
- |
6 |
6 |
4 |
- |
- |
11th |
+5 |
+7 |
+3 |
+7 |
Brew Potion (6 level spells) |
6 |
6 |
5 |
1 |
- |
12th |
+6/+1 |
+8 |
+4 |
+8 |
- |
6 |
6 |
6 |
2 |
- |
13th |
+6/+1 |
+8 |
+4 |
+8 |
- |
6 |
6 |
6 |
3 |
- |
14th |
+7/+2 |
+9 |
+4 |
+9 |
Brew Potion (7th level spells) |
6 |
6 |
6 |
4 |
- |
15th |
+7/+2 |
+9 |
+5 |
+9 |
- |
6 |
6 |
6 |
5 |
1 |
16th |
+8/+3 |
+10 |
+5 |
+10 |
- |
6 |
6 |
6 |
6 |
2 |
17th |
+8/+3 |
+10 |
+5 |
+10 |
Brew Potion (8th level spells) |
6 |
6 |
6 |
6 |
3 |
18th |
+9/+4 |
+11 |
+6 |
+11 |
- |
6 |
6 |
6 |
6 |
4 |
19th |
+9/+4 |
+11 |
+6 |
+11 |
- |
6 |
6 |
6 |
6 |
5 |
20th |
+10/+5 |
+12 |
+6 |
+12 |
Brew Potion (9th level spells), Transmute Metals |
6 |
6 |
6 |
6 |
6 |
|