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The Alchemist

Tuesday May 04, 2004

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**A significant portion of this text is borrowed from the Mercenaries sourcebook by AEG or the Alchemy & Herbalists sourcebook by Bastion Press.  A few things of my own have been added to achieve the unique flavor of the Lorenvale campaign, but where the text is not mine, I take no credit.

 

An alchemist spends significant portions of his life poring over ancient tomes of alchemical lore, puttering among clouds of noxious fumes and burbling fluids, stoking blazing crucibles, mixing and testing and retesting, and seeking knowledge of the foundational matter of the universe.  This knowledge grants him the ability to brew alchemical elixirs that can mimic powerful spells.  An alchemist depends on intensive study to learn his arts, always beginning as an apprentice to an elder master alchemist, someone who teaches him the basics of alchemical lore.  Alchemists are master metallurgists, and often are skilled healers or herbalists as well.  Their search of knowledge leads many of them to the mysteries of the body, the flow of blood, the balance of the humors, and the vigor of the spirit.  However, many would-be alchemists are labeled as mere charlatans, tricksters worthy of nothing but a noose.  To avoid such unpleasant situations and help them make a living, they cultivate a wide variety of skills, including blacksmithing, apothecary, and herbalist.

When not adventuring or researching the deepest secrets of the universe, an alchemist spends his time perfecting spell components; analyzing and/or identifying potions, magic items, or strange substances; and making many common items like inks, dyes, glues, paints, etc.  Sometimes, the alchemist will be called upon to make some special, near-magical creation, or he might be assigned to assess the various ailments of a person near death, or to cure the mentally ill where magic is unavailable, too expensive, or simply doesn’t work.  On rare occasions, alchemists are involved in making specializing inks and wax seals for kings, fortifying castle construction, or sealing off tombs from the encroachment of undead.

A rare few will devote all their time and energies to creating the various fabled Alchemist’s Stones or the mythical Elixir of Life.  While some certainly have achieved this pinnacle, the accomplishment is so rare that even most alchemists don’t believe the tales.  But that doesn’t keep them from trying it themselves….

Adventures:  Alchemists adventure in search of wealth and knowledge, and the hope that each venue will uncover new components or secrets.  If they can’t find what they need, the wealth gained on the adventure allows them to buy the materials needed—some can be quite expensive—to perform their experiments and brew their potent elixirs.  They must be cautious to avoid direct combat because they are thinkers, not fighters.  Without a satchel full of ready elixirs, they are vulnerable.

Because of all the laboratory equipment required to create elixirs, much of which is fragile, not to mention the delicate and exacting alchemical processes involved, alchemists require a base of operations, a place where they can set up their laboratories and work without fear of interruption.  They can move their laboratories, but not without great effort and significant danger to their equipment.  Thus, they often carry Alchemist’s Kits on adventures, but these kits contain a meager selection from a full lab, and the alchemist cannot create the mightier items with it.  But in a pinch, this Kit allows them to make “crisis creations,” elixirs brewed on the fly for a particular purpose.

Characteristics:  The alchemist’s potency lies in his knowledge and his elixirs.  As he grows in experience, he learns how to brew concoctions that are more noxious.  He may also learn from other alchemists how to create elixirs, if he hasn’t received any formal training.  He must spend a great deal of time in his laboratory to create his alchemical potions, but given enough time and money to prepare an arsenal of elixirs, an alchemist can make a potent adversary.

His knowledge of the alchemical arts relates as much to the nature of the body as well as the natural order of the universe, giving them the power to heal injury and neutralize toxins.  As this knowledge increases, they begin to gain actual mastery over the humors of the body, the emotions of the soul, and the elements that make up all matter.  He also learns a great deal about the flora of the wild, for many of his special creations are composed of herbs, oils, and extracts from plant life.  In latter years, many alchemists specialize in herbalism, pursuing more ardently the secrets of nature, creating living swathes and ever serching for the formulas to Erlixirs.

Alignment:  The study of alchemy demands a logical, disciplined mind, which makes alchemists lean toward lawful alignments.  But some alchemists with more chaotic dispositions may possess natural talents for alchemy, so chaotic alchemists are not unheard of, but they are uncommon (and are usually referred to as “mad scientists”).  Because of a desire to learn the hidden secrets of the world, alchemists are most often driven by a sense of good, a desire to unlock those mysteries for the benefit of mankind.  But occasionally, one will arise with evil intent, one who desires this knowledge for himself, to further his personal power and/or glory, and usually at great cost to mankind.

Religion:  Alchemists most often revere the sun god, viewing the influence of the sun and heavens as vital in their alchemical research.  However, they also believe the gods of nature are important because they govern the four principal elements: earth, air, fire, and water.  They also acknowledge the gods of magic and knowledge who guard the secrets of alchemy.

Background:  All alchemists learn their art as an apprentice from a learned teacher.  It is through this relationship that the secrets and knowledge are passed from one alchemist to another.  Thus far, alchemists have not formed guilds.  There is only one great alchemical school, Saragun’s Alcheminary, located in Bissel.  Graduates of this college become the finest and most renowned alchemists in the world, but the fact that only the one school exists testifies to alchemy’s general exclusionary views.  Most alchemists work in secret, usually alone or with an apprentice or two.  They keep to themselves, sometimes meeting with others to exchange knowledge or extol their breakthroughs, but they refuse to pass their knowledge to anyone who is not committed to searching for answers to the universe’s great questions.

Races:  Alchemists are most likely to be humans, for they possess the curiosity and ambition for such a difficult pursuit.  Gnomes also make excellent alchemists because of their quick wits and keen senses of smell, which allows them to closely monitor alchemical processes.  Dwarven alchemists are also common, since the pursuit of gold often drives the dwarven heart, and the possibility of simply creating it is a powerful motivation.  Halflings sometimes become alchemists, but their temperament generally does not mix well with the dedication and long hours required.  Elven and half-elven alchemists are extremely rare because they view alchemy as a foolish pursuit, preferring to spend their time in the pursuit of magic instead.  Half-orcs generally do not possess the intelligence or the temperament for such disciplined study, and so are unable to learn its mysteries.

Other Classes:  Alchemists lack the ability to stand up to a powerful assault, so they most often fall to the rear and use their powerful elixirs from a safe distance alongside the spellcasters.  However, alchemists generally disdain magic users and vice versa.  While they cannot deny its power, alchemists feel their knowledge will one day replace magic as the dominant force in the world, that the mysteries they can unlock will make the power of magic seem weak and inconsequential by comparison.  Arcane spellcasters view alchemists as fools playing with smelly concoctions, wasting their time.  Divine spellcasters view alchemy with a strange mixture of unease and curiosity.  Who needs gods to provide magic if the same effects can be gained by mixtures of natural substances?  It’s a question that haunts all too many clerics, shaking the foundations of their religion.  Many view alchemists, then, as dabblers in the realm that is reserved to the gods, while a few ponder the wisdom of their own divine pursuits.

Abilities:  Intelligence determines how many alchemical elixirs an alchemist can brew per week, and how potent those elixirs are to resist.  To brew any elixir, the alchemist must have an intelligence score of 10 + the elixir’s level.  The DC to resist an alchemist’s elixir is 10 + the elixir’s level + the alchemist’s INT modifier.  Like wizards and sorcerers, alchemists also benefit from high dexterity and constitution scores.

Hit Die:  d4

Restrictions/Requirements:  none

Skill Points/Level:  At first level: (6+INT mod) x4 (+4).  Thereafter: 6+INT mod (+1) per level.

Skills:  Appraise, Bluff, Concentration, Craft (any), Craft (alchemy), Decipher Script, Diplomacy, Disable Device, Forgery, Gather Information, Heal, Knowledge (all), Profession, Search, Sense Motive, Spellcraft, Spot, and Use Magic Device.

Starting Gold:  4d4 x 10 gp.

Weapon & Armor Proficiency:  Alchemists are proficient with all simple weapons, and with light armor.  They are not proficient with medium or heavy armor, nor with shields.

 

The Alchemist’s Table

 

 

 

 

 

 

 

Elixirs per Brewing*

Lvl

Title

Attack

Fort

Ref

Will

Class Feats

0

1

2

3

4

5

6

7

8

1

Forager

+0

+0

+0

+2

Brew Alchemical Elixirs

2

1

-

-

-

-

-

-

-

2

Gatherer

+1

+0

+0

+3

Alchemical Feat

2

2

-

-

-

-

-

-

-

3

Concoctor

+1

+1

+1

+3

Alchemical Cant

2

2

1

-

-

-

-

-

-

4

Brewer

+2

+1

+1

+4

 

2

2

1

-

-

-

-

-

-

5

Potionist

+2

+1

+1

+4

Alchemical Feat

2

2

2

-

-

-

-

-

-

6

Boilermaker

+3

+2

+2

+5

 

3

2

2

1

-

-

-

-

-

7

Pyrotechnician

+3

+2

+2

+5

 

3

2

2

2

-

-

-

-

-

8

Formulist

+4

+2

+2

+6

Alchemical Feat

3

2

2

2

1

-

-

-

-

9

Mixmaster

+4

+3

+3

+6

 

3

3

2

2

2

-

-

-

-

10

Chemist

+5

+3

+3

+7

 

3

3

3

2

2

1

-

-

-

11

Alchemist

+5

+3

+3

+7

Alchemical Feat; Apprentice

3

3

3

2

2

2

-

-

-

12

Earth Alchemist

+6; +1

+4

+4

+8

 

3

3

3

3

2

2

1

-

-

13

Water Alchemist

+6; +1

+4

+4

+8

 

3

3

3

3

2

2

2

-

-

14

Air Alchemist

+7; +2

+4

+4

+9

Alchemical Feat

3

3

3

3

2

2

2

1

-

15

Fire Alchemist

+7; +2

+5

+5

+9

 

3

3

3

3

3

2

2

2

-

16

Pharmacist

+8; +3

+5

+5

+10

Apprentice

3

3

3

3

3

2

2

2

1

17

Toxicologist

+8; +3

+5

+5

+10

Alchemical Feat 

3

3

3

3

3

3

2

2

2

18

Apothecary

+9; +4

+6

+6

+11

 

3

3

3

3

3

3

3

2

2

19

Brewmeister

+9; +4

+6

+6

+11

 

3

3

3

3

3

3

3

3

2

20

Alchemeister

+10; +5

+6

+6

+12

Alchemical Feat; Apprentice

3

3

3

3

3

3

3

3

3

*The Alchemist can only brew one type of elixir at a time.  This number reflects the number of doses that are created in a single brewing. 

 

Alchemy in Lorenvale

In an attempt to blend the three systems given by the core rules, AEG, and Bastion Press, this is a summary of how alchemy works in the Lorenvale campaign.

Any non-alchemist spellcasting character with at least one rank in Craft (alchemy) can attempt to make the mundane alchemical items found in the PH.

An alchemist automatically knows how to create these items any other alchemical item that doesn’t require an alchemical feat.  By having special feats or meeting other criteria, he can create all kinds of things, some of which have near-magical qualities. 

The adventuring alchemist (which the PC is assumed to be) may carry a traveling Alchemist’s Kit, but is limited to making mundane items, the elixirs found in AEG’s Mercenaries book, ingestibles, unguents, and powders, provided his has the necessary materials on hand.  The Kit contains only a basic stock of component materials and the bare essentials of equipment (see A&H pg. 4 for details).  Due to its small size, he can make only a single dose of any of these items, not the larger quantities shown.

All other creations must be made in the full laboratory, which costs at least 500gp, and will become more expensive over time (see AEG’s book).

The cost to create these items is given in A&H pg. 44ff.  Note: XP is spent only when magic is involved in the creation, or when creating Erlcana, Greater Alchana or Perfect Materials.

Poisons & Drugs:  Many sourcebooks list a great number of poisons, alchemical, natural, magical, or otherwise derived.  Ranks in Craft (poisonmaking) allows creating the naturally-occurring toxins; the Craft Toxins feat allows creating alchemical toxins; all others require the Brew Poison feat, found in Traps & Treachery pg. 45.

Alchemistry:  At 1st level, the alchemist learns how to brew special elixirs from AEG’s list (beginning on pg. 107).  These brews are made from non-magical ingredients, such as metal, stones, oils, extracts, and other naturally occurring substances.  As such, they are completely non-magical.  They cannot be detected by anything that detects magic, and they cannot be dispelled.  Anti-magic effects do not work on alchemical elixirs, nor does spell resistance.  The elixirs that an alchemist can create often mimic spell effects, but they are not considered actual spells for any purpose, and require no verbal or somatic components.  However, alchemical effects such as fire can still be warded off with spells such as protection from fire.  Most combative elixir effects are delivered to the target by throwing the vial at the target, or splashing them with the alchemical substance.  Other elixirs, like those with healing effects, must be imbibed or applied topically.  The exact nature of delivery is left up to the DM and the alchemist.  The range of these elixirs is limited to the distance the alchemist can throw the vial.  These vials are all considered grenade-like weapons.

When an alchemist wishes to create these elixirs he must make a Craft (alchemy) check.  The DC is equal to 10 + [4 x the level of the elixir].  The length of time required to create is equal to 1 hour x the level of the elixir (minimum 1 hour).  The alchemist must use a least a traveling laboratory for this check.  Without it, the DC raises by 10, take twice as long, and have a 5% chance of becoming inert upon completion.  The alchemist may not “take 10” or “take 20” in place of a Craft (alchemy) check.

When creating an elixir, the alchemist must have the knowledge of the elixir in his tome (see below), and he must expend raw materials.  Any options granted by the effect must be chosen at the time of brewing, and can never be altered once the process has begun.  (Making a protection from elements elixir requires choosing the element at the time of brewing.)  The cost of raw materials is equal to the elixir level x caster level x 25 gp.  The alchemist is free to choose the elixir’s “caster level” as long as it is does not exceed his own.  All 0-level elixirs cost 15 gp, no matter the alchemist’s level.

The alchemist can only brew one type of elixir at a time.  The number in the above table reflects the number of doses that are created in a single brewing.  During the brewing time, the alchemist can brew a number of elixirs of a particular type up to his maximum, provided he has the raw materials required.  If the check fails, the time is lost, along with one half of the gp value of the raw materials.  Elixirs cannot be created concurrently; that is, the alchemist must focus all his attention on one task, using all of his lab equipment.  For example, he cannot make a couple of 2nd-level elixirs while also brewing a 7th-level one.

To create these elixirs, the alchemist requires a functional laboratory.  The more powerful the elixir effect, the more complex the creation process.  Therefore, the alchemist is required to invest 100 gp into his lab for each level of elixir he intends to create (in addition to the base 500 gp cost of the Alchemist’s Lab as shown in the PH).  For example, creating a 4th-level elixir requires a lab costing 900 gp (500 + [4 x 100]).  Once the first lab is purchased, he need not buy new ones; he must only invest the additional coin into upgrading the existing lab.

In addition to the elixirs listed in chapter 7 of the Mercenaries sourcebook, an alchemist may create any of the alchemical items found on the attached list that do not require an alchemical feat.

On a final note, alchemical elixirs retain their potency indefinitely, until they are used.  Anyone can use them, since the method of delivery is rather mundane (throwing, drinking, or smearing).  And remember, these elixirs do not radiate any form of magic.

The PC who begins as a 1st-level alchemist starts with 300 gp worth of elixirs (e.g. 20 0-lvl, 12 1st-lvl, or some mix of these) that he has already brewed—in his master’s laboratory; he must still buy his own lab.  A character that begins as some other class and multi-classes as an alchemist does not receive any “free” elixirs.

Tome:  An alchemist requires the use of his tome to create alchemical items; it is his “recipe book,” and he cannot prepare anything that is not in his tome.  An alchemist begins play with a tome containing all 0-level elixirs, three 1st-level elixirs of the player’s choice (plus one additional 1st-level elixir per point of INT bonus), and one other alchemical item for which he meets the requirements (plus one per INT bonus above +2).  Each time the alchemist gains a new level he may add two new elixirs of any level he knows how to brew and one new alchemical item.  It is also possible that he might stumble upon (or purchase) the tome of another alchemist, but this should be quite rare.  From the other tome, he may attempt to create any item contained therein (if he knows the Alchemical Cant), but the DC for the Alchemy check is increased by 10.  Of course, he may copy the text into his own tome if he wishes.  When the alchemist gains a level, he also gains the knowledge to brew any two of these “discovered” elixirs without penalty.

Further, the alchemist can research new items by undergoing a similar process as the wizard does to research a new spell.  By spending one week in downtime per level of the desired elixir, and following this with a Craft (alchemy) check, the alchemist can successfully discover a new elixir through experimentation, and he can write down the results in his tome.  Thereafter, he may make these researched items as normal.

Alchemical Feat:  Starting at 2nd level, the alchemist begins to learn the secrets behind more complex items.  He may choose any feat from this list, provided he has met the necessary requirements:  Bodily Awareness, Brew Ingestibles, Craft Chymicals, Craft Herbal Restoratives, Craft Powders & Dusts, Craft Toxins, Craft Unguents, Create Alchana, Create Erlcana, Create Greater Alchana, Crisis Creation, Diagnosis, Flourish Spell, Grow Swathe, Perfect Materials, Reciprocal Knowledge.  The descriptions for these feats are found in Bastion Press’ Alchemy & Herbalists sourcebook.  The alchemist gains a new alchemical feat every three levels thereafter.

Alchemical Cant:  At 3rd level, the alchemist learns the secret Alchemist’s Cant, a symbolic, alchemical language known only by alchemists.  They use this language to transcribe the procedures necessary for creating their creations.  Once the character knows Alchemical Cant, he can read any text written by another alchemist.  This is the preferred method alchemists use to propagate knowledge among themselves.

Apprentice:  At 11th level, an alchemist gains enough knowledge and experience to attract an apprentice.  (Indeed, this is how the PC alchemist got his beginning!)  The apprentice functions as a loyal 1st-level alchemist, and so long as the two work together to brew an elixir, the time is cut in half.  The alchemist is 1st-level in all respects and is generated as a normal PC.  He advances one level at a time so long as the character advances as an alchemist.  He cannot work unsupervised…yet.

When the player’s alchemist reaches 16th level, he gains a second 1st-level apprentice who can now work with the first apprentice unsupervised.  So long as the PC provides adequate instruction, he can work for two weeks (80 hours) unsupervised.  If the alchemist has the Leadership feat, this time increases to three weeks (120 hours).

At 20th level, the alchemist gains another 1st-level apprentice and may now start a workshop.  Working in tandem, all four alchemists may produce several elixirs at once.  The 10th-level apprentice can now supervise the 5th-level and 1st-level apprentices.  In addition, because they all have access to additional help, brewing elixirs takes half the time for everyone in the workshop.

 

A Brief Alchemical Primer

Drawing heavily from Bastion Press’ Alchemy & Herbalists sourcebook, what follows is a summary description of the basic groupings of alchemical items the alchemist might create.  The “elixirs” from AEG’s Mercenaries book are all considered Ingestibles, Unguents, or Powders & Dusts, depending on how one might best use the item.

 

Alchana – roughly the equivalent of alchemical Wondrous Items.  This category includes chymissiles, mage-metals, siege-salts, emerald tablets, temperant baths, and the famed alchana stones.

Chemicals & Compounds – the most common creations of an alchemist.  This category includes acids, alchemortars, aquas, bases, inks & paints, sealing waxes, and solvents.

Erlcana – grown from the natural world, made only from plants, and generally produced by herbalists more so than alchemists.  This category includes erlixirs (greater erlcana), erlmantles, herbal restoratives, and swathes (grafts, greater swathes, and cocoon swathes).

Ingestibles – all those things that are eaten or drunk.  This category includes alcohols, true alchemical elixirs, feeds, philters, teas & tisanes, tinctures & essences, and tonics & antidotes.  These are all distinct from “potions,” which are magical by definition.

Powders & Dusts – pulverized or granulated solids.  Powders are generally blown upon their targets while dusts are generally sprinkled manually.

Toxins – all those nasty things requiring a Fortitude save to prevent some harmful reaction.  This category includes all the poisons from any approved sourcebook.  Note that anyone can make the basic poisons found in the DMG with the appropriate skill (i.e. Craft (poisonmaking), Profession (herbalism), etc).  Any other non-magical poison requires the Craft Toxins feat to create.  All magical poisons require the Brew Poisons (Item Creation) feat to create.

Unguents – the concoctions applied externally; that is, topical substances, whether applied to the skin or some object.  This category includes adhesives, balms and lotions, liniments and ointments, oils, pastes, perfumes, and salves.

 

For a complete list of recognized alchemical items, see Appendix F.

 

This site was last updated 04/29/04