Alchemist (3.5e Class)

Alchemist

A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.

Alchemists are powerful scientists who obsess over the value of things. They seek to categorize, utilize, and turn magic into a science. They believe magic without rules is a worthless prospect, and avoid sorcerers. Many alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone.

Making an Alchemist


Abilities: An alchemist relies on his intelligence for almost everything related to potions, which makes it his most important ability. If an alchemist chooses to join in combat, he must rely on his dexterity to aim and throw his potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.

Races: A character of any race may become an alchemist, but races tending toward chaotic alignments will generally avoid alchemy as it is a difficult and long pursuit.

Alignment: Due to the nature of this discipline and the study required to understand potions, an alchemist must be constantly dedicated to his craft. The alchemist cannot be of chaotic alignment.

Starting Gold: 4d6 times 10 gp (140 gold).

Starting Age: Complex.

Table: The Alchemist

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spell Potions per Day
FortRefWill 01st2nd3rd4th5th6th
1st+0+2+0+0 Alchemist's Brewing, Alchemical Crafting,Simple Transmutation, Brew Potion2
2nd+1+3+0+0 Skill Focus [Craft (Alchemy)]30
3rd+2+3+1+1 Poison Use, Mending31
4th+3+4+1+1 Transmute Wood320
5th+3+4+1+1 Bonus Feat, Heat Metal, Chill Metal, Share Spell Potion/1hr331
6th+4+5+2+2 Ironwood332
7th+5+5+2+2 Transmute Mud to Rock, Transmute Rock to Mud3320
8th+6/+1+6+2+2 Transmute Stone3331
9th+6/+1+6+3+3 Bonus Feat3332
10th+7/+2+7+3+3 Share Spell Potion/day, Homunculus Familiar33320
11th+8/+3+7+3+3 Plating, Flesh to Stone, Stone to Flesh33331
12th+9/+4+8+4+4 Weapon +1, Deoxidation Transmutation33332
13th+9/+4+8+4+4 Bonus Feat, Armor +1, Oxidation Transmutation333320
14th+10/+5+9+4+4 Gold Restoring, Gold to Lead, Lead to Gold433331
15th+11/+6/+1+9+5+5 Steel to Mithril, Iron Body443332
16th+12/+7/+2+10+5+5 Weapon +24443320
17th+12/+7/+2+10+5+5 Bonus Feat, Armor +24444331
18th+13/+8/+3+11+6+6 Mithril to Adamantine4444432
19th+14/+9/+4+11+6+6 Transmutation Combination4444443
20th+15/+10/+5+12+6+6 Time Stop, Temporal Stasis, Secret of Alchemy4444444

Class Skills

Class Skills (4 + Int x4 at first level) The Alchemist's class skills (and the key ability for each Skill) are Appraise (Int), Concentrate (con), Craft (any, taken individually) (Int), Decipher Script (Int),Disable Device (Dex) Heal (Wis), Knowledge ([any, taken individually])(Int), Listen (Wis), Profession (Int), Spot (Wis), Spellcraft (Int)

Class Features

All of the following are class features of the alchemist.

Weapon and Armor Proficiency: Alchemists are proficient with light armor and simple weapons. They are unable to become proficient in other armors until they multiclass, however, they may become proficient in martial weapons. Alchemists may treat thrown splash weapons as simple weapons for the purpose of avoiding attack penalties.

Spell Potions: An alchemist casts arcane spells through potions, which are drawn from the sorcerer/wizard spell and spells containing the words cure or inflict from the cleric spell list. To learn a spell from these lists, it must either have a target of "you", "touch" or be a "ray". Spells that target "you" must be ingested to gain their effect, "touch" spells may be ingested, applied directly to an object, or used as a thrown splash weapon that applies the effect to any within the splash area. "Ray" spells must be used as thrown splash weapons, but only affect the target hit. A compiled list of these are available below in the Spell Potion List.

To learn, prepare, or use a spell potion, the alchemist must have an Intelligence score equal to at least 10 + the spell potion level. The Difficulty Class for a saving throw against an alchemist’s spell is 10 + the spell potion level + the alchemist’s Intelligence modifier.

Like other spellcasters, an alchemist can use only a certain number of spell potions of each spell potion 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. Until level 5, only an alchemist may use his potions, if they leave his possession (other than being used in a thrown attack), they become inert. At level 5, the alchemist's potions may persist 1 hour outside of his hands, but automatically become inert at the end of the day. At level 10, the alchemist's potions may persist until the end of the day. In addition, these spell potions may not be sold.

Unlike a bard or sorcerer, an alchemist may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour preparing his spell potions. He must decide which spell potions to prepare at this time.

An alchemist begins play with a formula book containing all 0-level formula. For each point of Intelligence bonus the alchemist has, the formula book contains one 1st-level formula of his choice, even though he may not prepare them till second level. At each new alchemist level, he gains two new formula of any spell level or levels that he can cast (based on his new alchemist level) for his formula book. At any time, an alchemist can also add spells found in other alchemists or wizard's spellbooks to his own.

Alchemy Points: An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (alchemists level) + (Intelligence Modifier) + (ranks in Craft(alchemy)/2 rounded down). An alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points (rounded down) may be added to a surplus pool from which he may draw upon at any time. An alchemist may keep this pool as long as he may need, but it degrades at a rate of his alchemist level per day if he is unable to get a good night’s sleep.

Hanover, a level 4 alchemist has an Intelligence of 14 and 7 ranks in Craft(alchemy). He will gain 9 alchemy points a day, and if he does not spend any, 4 of them will carry over to his pool.

Alchemist's Brewing: For an Alchemist brewing potions takes one hour and does not cost XP.

Alchemical Crafting: Alchemists can craft alchemical items from Table 1.1.3 below. The level required to craft a specific item is equal to your alchemist level and costs a number of alchemist points equal to the level alchemical craft being created. The alchemical crafting may be performed as a standard action.

Skill Focus [Craft (alchemy)]: The alchemist receives the Skill Focus feat for Craft (alchemy). If the alchemist already has this feat then he may choose any Skill Focus feat he meets the prerequisite of.

Poison Use: By third level, alchemists are trained in the safe handling of substances, and never risk accidentally poisoning themselves when handling poisons.

Alchemist Bonus Feats: An alchemist gains Brew Potion at first level as a bonus feat. Every four levels after that the alchemist may pick an Item Creation bonus feat.

Homunculus Familiar: In exchange for a total of 100 alchemy points the alchemist may summon a familiar as if by Ell's Handy Homunculus without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. As long as the alchemist has the necessary alchemy points, this process takes 8 hours, and must be uninterrupted. During this time the alchemist must focus his alchemy points into a small stone or other object within a transmutation circle that will act as the base for the homunculus. Drawing a transmutation circle consumes 1/10 of a piece of chalk. During the process the alchemist may not move farther than 25 feet from the object acting as the base. An alchemist may only have 1 homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one, which starts at the same HD the old one died at. The homunculus familiar functions as a regular sorcerer/wizard familiar for abilities, natural armor, and Intelligence, but does not advance as the alchemist gains levels. Instead, the alchemist must perform another ritual lasting 4 hours and costing 50 alchemy points to increase the HD of the homunculus by one. The alchemist may increase the homunculus' HD to a maximum of his alchemist level. The homunculus bases all effects normally based on the wizard level on its own HD, with a progression that of its master. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages.

Alchemical Crafts

Table 1.1.3 Alchemical Crafts
LevelResult
0Tindertwig, Sunrod, Luminous Water, Ice Chalk, Chalk
1Base Acid, Insect Repellent, Smelling Salts
2Antitoxin, Gravedust, Thunderstone, Melt Powder
3Brittlebone, Greater Acid (See Below), Hydrogen Peroxide 3% Solution, Portable Pyre, Smokestick
4Ironbane Acid, Liquid Smoke, Mist Pellet, Stonebreaker Acid, Woodripper Acid
5Alchemist's Fire, Blood Thickener, Embalming Fire, Frostshard
6Bloodwine, Fulminating Silver, Sleeping Fire, Soulrender Acid, Tanglefoot Bag, Synthetic Boomer Bile
7Adrenaline, Dry Oil, Everburning Torch, Hydrogen Peroxide Undiluted
8Fulminating Gold, Ghost Oil, Liquid Night, Razor Ice Powder
9Gunpowder, Liquid Mortality

Alchemical Alterations

Simple Transmutation: At first level, an alchemist affect objects as if from the spell Prestidigitation. He may do this a number of times per day equal to his Int modifier. Objects to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action.

Mending: At Third Level, an alchemist can repair small breaks or tears in objects (not warps). In metallic objects, it will weld a broken ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by mending. The spell can repair a magic item, but the items magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Mending costs 0 alchemy points a number of times per day up to the caster's level, and costs 1 alchemy point each time after that per day.

Transmute Wood: At fourth level, an alchemist can affect wooden objects as if from the spell Wood Shape, using his alchemist level as the caster level. He may do this a number of times per day equal to his Int modifier. Objects to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Transmute wood costs 1 alchemy point per cubic foot altered this way.

Heat Metal: At fifth level, an alchemist can make metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Heating metal costs 1 alchemy point for each cubic foot of heated metal.

Chill Metal: At fifth level, an alchemist can make metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Chilling metal absorbs 1 alchemy point for each cubic foot (rounded) of chilled metal.

Ironwood: At sixth level, an alchemist can create ironwood from any normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. Further, if the alchemist makes only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Costs 1 alchemy point for each cubic foot of wood transmuted this way.

Rock to Mud: At sevnth level, an alchemist can turn natural, uncut or unworked rock of any sort into an equal volume of mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Rock to Mud costs 3 alchemy points for each cubic meter of material altered this way.

Mud to Rock: At seventh level, an alchemist can also transform normal mud or quicksand of any depth into soft stone permanently. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Mud to Rock absorbs 1 alchemy points for each cubic meter of material altered this way.

Transmute Stone: At eighth level, an alchemist can affect stone objects as if from the spell Wood Shape, using his alchemist level as the caster level. He may do this a number of times per day equal to his Int modifier. Objects to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Transmute stone costs 1 alchemy point per cubic foot altered this way.

Flesh to Stone: At eleventh level, an alchemist can turn a subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Absorbs 1 alchemy points for each cubic foot of transformed material.

Stone to Flesh: At eleventh level, an alchemist can restore a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. The alchemist can also convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Costs 2 alchemy points for each cubic foot of transformed material.

Deoxidation Transmutation: The alchemist has the ability to restore any rusted iron or iron based object to its original state. If the target is an iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 the alchemist's level. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Deoxidation transmutation costs 2 alchemy points.

Oxidation Transmutation: The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell rusting grasp. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Oxidation transmutation costs 3 alchemy points.

Lead to Gold: The alchemist has the ability to turn a block of lead into gold coins, 1/5 pound of gold (10gp) per 5 pounds of lead. The process of transmuting lead to gold costs 2 alchemy points per 5 pounds of lead. This ability requires a transmutation circle to be drawn upon or around the lead to be transmuted. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action.

Gold to Lead: The alchemist has the ability to turn an amount of gold into an amount of lead at a conversion rate of 1/5 pound gold into 5 pounds of lead. The process of transmuting gold to lead costs 1 alchemy points per 2/5 pound of gold converted. This ability requires a transmutation circle to be drawn upon or around the gold to be transmuted. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action.

Alchemical Enchantment: The alchemist has the ability to make weapons a little stronger or more powerful, giving them an effective enhancement bonus through alchemy. The alchemical bonus granted to weapons begins at 12th level with +1, and rises to +2 at 16th level. Armor can be enhanced this way starting at 13th level with +1, and rises to +2 at 17th level. This can bring a weapon or armor's effective enhancement bonus above +5. However, nothing can have more than a +10 total effective bonus, so this class-granted effective bonus cannot be used if the addition would increase it's total effective bonus above +10. Any bonus gained this way is considered an alchemical bonus and does not stack with any other alchemical bonus. This process costs 10 alchemy points, and requires 2 hour for a nonmagical item, or 8 hours for an already enchanted item.

Gold Restore: The alchemist can take any item and change it into gold equal to half its market price. Alchemists can only transmute metal objects this way. The object to be converted by this ability must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The transmutation cost 2 alchemy point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.

Steel to Mithral: The alchemist has the ability to take any steel object, and turn it into artificial mithral. It gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The object to be converted by this ability must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The process costs 3 alchemy points for every 5 pounds that the object weighs.

Iron Body: The alchemist can transmute his or her body into a living iron golem as if by the spell Iron Body. In order to affect his/herself, the alchemist must have a transmutation circle permanently branded, tattooed, or runed onto his/her body and spend twenty alchemy points per use unless the transmutation circle is a magical rune, in which case, the spell costs ten alchemy points. An alchemist can only have one such magical rune affixed to his or her body at a time.

Plating: The alchemist can take weapons and armor and plate them with new metal. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively, or use cold iron to damage fey. When plating a weapon, it functions as the new metal for bypassing damage reduction, but retains all other effects of its old material. This process costs 6 alchemy points, and requires 10 minutes for a nonmagical item, or 1 hour for an enchanted item.

Mithral to Adamantium: The alchemist has the ability to take any mithral object, and turn it into artificial adamantium. It gains all the properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. The object to be converted by this ability must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The process costs 4 alchemy points for every 5 pounds that the object weighs.

Transmutation Combination: At high levels the alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. These items cannot exceed any normal limitations (you cannot meld two longswords +10 into a longsword +20 as total enchantments cannot go above +10) and in addition to the alchemy point cost, it requires transmuting an amount of gold equal to the final item cost minus the cost of the two melded items.

Time Stop:At level 20, the alchemist can make time cease to flow for everyone but the character. In fact, the character speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The character is free to act for 1d4+1 rounds of apparent time. Energy and effects present can still harm the character. While the time stop is in effect, other creatures are invulnerable to the character's attacks and spells; however, the character can create spell effects and leave them to take effect when the time stop spell ends. (The spells durations do not begin until the time stop is over.) The character cannot move or harm items held, carried, or worn by a creature stuck in normal time, but the character can affect any item that is not in another creatures possession. The character is undetectable while time stop lasts. The character cannot enter an area protected by an antimagic field, or by protection from chaos/evil/good/law, or by a magic circle spell, while under the effects of time stop. In order to affect his/herself, the alchemist must have a transmutation circle permanently branded, tattooed, or runed onto his/her body and spend fifty alchemy points per use unless the transmutation circle is a magical rune, in which case, the spell costs thirty alchemy points. An alchemist can only have one such magical rune affixed to his or her body at a time.

Temporal Stasis:At level 20, the alchemist can place a subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed by a successful dispel magic spell. Affecting a subject requires that the alchemist draw (or otherwise imprint) a transmutation circle onto the target's body (drawing the circle is a standard action; the transmutation can be performed as a swift action) and expend fifty alchemy points.

Secret of Alchemy: At level 20 the alchemist may choose one of the following secrets of alchemy.

An experienced alchemist will find that the Philosopher's Stone is a false idol, but in its place, they will find something worth even more.
—Valsin, Ancient Alchemist
Albedo: This alchemical process purifies a living target with a single radiant white blast removing all negative effects upon the target. This spell has the additional effect of acting as the spell atonement, with an unwilling creature having to make a Will save of 10 + Int + 1/2 alchemist's level or change it's alignment to match the alchemists. To perform this ability, the alchemist must expend a Albedo potion, and the target must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The Albedo potion costs 800gp, 20 alchemy points, and 8 hours to prepare.
Citrinas: This alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.
Minor Elixir of Life: The alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 alchemy points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a true ressurection spell, with the exception that an unwilling creature must make a will save vs 19 + Int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with rebuke undead the effect is broken. The undead creature returns to the state it was in before it became an undead.
Nigredo:(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the Nigredo Potion as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the Nigredo Potion is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The Nigredo alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the Nigredo Potion is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the Nigredo Potion has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object
Rubedo: This potion allows the alchemist to fuse their own spirit, the spirit of a willing individual, or any loose spirit to an inanimate object. The spirit retains the ability scores and racial abilities it had in life unless it experienced a change in size, where it gains any adjustment that would normally be given by the change. The new creature becomes a construct with the living construct subtype, with all the effects that follow. If the new form does not have legs, it gains the ability to levitate 3 feet above the ground. The creature gains damage resistance/adamantine and magic equal to the hardness of the primary material of the new body. To perform the binding, the alchemist must expend a Rubedo potion, and the new body must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The Rubedo potion costs 1200gp, 30 alchemy points, and 8 hours to prepare.
Universal Solvent: Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19 + alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.

Spell Potion List

These are only the spells available on the SRD, an alchemist may be allowed to learn any spells that fit the prerequisites set above.

0th Disrupt Undead, Ray of Frost, Light, Resistance, Cure Minor Wounds, Inflict Minor Wounds
1st Endure Elements, Protection from Chaos, Protection from Law, Protection from Good, Protection from Evil, Shield, Mage Armor, Comprehend Languages, Identify, True Strike, Shocking Grasp, Disguise Self, Magic Aura, Chill Touch, Ray of Enfeeblement, Expeditious Retreat, Jump, Magic Weapon, Cure Light Wounds, Inflict Light Wounds.
2nd Arcane Lock, Scorching Ray, Obscure Object, Protection From Arrows, Resist Energy, See Invisibility, Touch of Idiocy, Continual Flame, Darkness, Blur, Invisibility, Mirror Image, Phantom Trap, False Life, Ghoul Touch, Alter Self, Bear's Endurance, Bull's Strength, Cat’s Grace, Darkvision, Eagle's Splendor, Fox's Cunning, Levitate, Owl's Wisdom, Rope Trick, Spider Climb, Cure Moderate Wounds, Inflict Moderate Wounds.
3rd Explosive Runes, Magic Circle against Chaos, Magic Circle against Law, Magic Circle against Evil, Magic Circle against Good, Nondetection, Protection From Energy, Sepia Snake Sigil, Arcane Sight, Tongues, Heroism, Daylight, Displacement, Illusory Script, Invisibility Sphere, Gentle Repose, Ray of Exhaustion, Vampiric Touch, Blink, Fly, Gaseous Form, Secret Page, Shrink Item, Water Breathing, Cure Serious Wounds, Inflict Serious Wounds.
4th Dimensional Anchor, Fire Trap, Remove Curse, Stoneskin, Fire Shield, Greater Invisibility, Animate Dead, Bestow Curse, Contagion, Enervation, Mnemonic Enhancer, Polymorph, Stone Shape, Cure Critical Wounds, Inflict Critical Wounds.
5th Teleport, Contact Other Plane, Dream, False Vision, Blight, Overland Flight, Passwall.
6th Antimagic Field, Legend Lore, True Seeing, Greater Heroism, Contingency, Shadow Walk, Disintegrate, Hardening, Mage's Lucubration, Mental Pinnacle, Transformation.

Playing an Alchemist

Religion: Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to chaos and faith. With proof, they will acknowledge the gods, but will not blindly believe. Most Alchemists follow no deity, and believe solely in the powers of their science.

Other Classes: While the Alchemist will not work well with the cleric, druid, or sorcerer, they can accept classes that follow codes such as the Paladin or Knight, and those who categorize the world, such as Wizard. They recognize violence as a sometimes inevitable and necessary part of civilization.

Combat: While the Alchemist can be somewhat useful in fighting, they avoid the front line whenever possible, and assist their allies with creative use of their potions.


Alchemists in the World

Some basic information on the average Alchemist.

Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.
—Hanover Fist, Human Alchemist

Alchemists tend to live in larger cities where workshops and materials are easy to come by. Less social alchemists will create workshops far from civilization to protect their craft.

Daily Life: Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.

Organizations: While it isn't very common, sometimes alchemists will band together into guilds to collectively safeguard their craft. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.

Alchemist Lore

Characters with ranks in Knowledge (Arcana) can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DCResult
11Alchemists are researchers and loremasters who specialize in potions.
16Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.
21Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.
26Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.

Alchemists in the Game

Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are support casters and skill users, so not while directly useful in combat are a great asset. They are, however, useful for strengthening items, and improvising weapons.

Adaptation: Not all Alchemists adhere to these rules. Alchemists will generally be loathe to accept anything that cannot be classified, but aren't all held by that conception.

Note

Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire). --D.M.DemonicPanda



Back to Main Page 3.5e Homebrew Classes Base Classes

gollark: I mean, the current version deletes Python builtins. At least, the current github version.
gollark: Yes, it deletes things.
gollark: ++delete the bee movie
gollark: Okay, fixed, I committed update.
gollark: ... please hold on.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.