Alchemist

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Description:

Alchemists are so insanely over-the-top it's hard to even begin to describe how crazy they are.

No, I lied, it's easy. Here is the Alchemist in two words: "Tumor Familiar." Seriously, it's a thing they get! Anybody normal would be freaking out if they grew a huge, horrible tumor, but the freakin' Alchemist? He gives it a brain and makes it into a pet! How awesome is that?!

Alchemists are a wild-eyed hybrid of "Dr. Jekyll" and "Dr. Frankenstein", with a healthy dose of "The Midnight Bomber, Who Bombs at Midnight", thrown in for fun. Their most obvious ability is of course their Bombs, explosive alchemical touch attacks with a ton of splash damage, saving throws, and alchemical insanity. Much more subtle are their Extracts, alchemical drafts which do strange and useful things to them when drunk/injected/smoked/sniffed/inserted in various ways. Much less subtle are their Mutagens, which is where the "Mr Hyde" and "Frankenstein's Monster" part of the class comes in as the already wild-eyed Alchemist transforms into a massive-thewed killing engine that can rival the angriest barbarian in a fight.

The best thing about an Alchemist is the insane, weird, and crazy things they do to themselves and their enemies. Play one! They're like nothing else you've ever tried!


Alignment: Any.

Hit Die: d4.

Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.

Class Skills

The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.


Table: Alchemist

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Alchemy, bomb 1d6, brew potion, mutagen, throw anything, tweaking 1
2nd +1 +3 +3 +0 Discovery, poison resistance +2, poison use 2
3rd +2 +3 +3 +1 Bomb 2d6, swift alchemy 3
4th +3 +4 +4 +1 Discovery, Craft Fetish 3 1
5th +3 +4 +4 +1 Bomb 3d6, poison resistance +4 4 2
6th +4 +5 +5 +2 Discovery, swift poisoning 4 3
7th +5 +5 +5 +2 Bomb 4d6 4 3 1
8th +6/+1 +6 +6 +2 Discovery, poison resistance +6 4 4 2
9th +6/+1 +6 +6 +3 Bomb 5d6 5 4 3
10th +7/+2 +7 +7 +3 Discovery, poison immunity 5 4 3 1
11th +8/+3 +7 +7 +3 Bomb 6d6 5 4 4 2
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3
13th +9/+4 +8 +8 +4 Bomb 7d6 5 5 4 3 1
14th +10/+5 +9 +9 +4 Discovery, persistent mutagen 5 5 4 4 2
15th +11/+6/+1 +9 +9 +5 Bomb 8d6 5 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Bomb 9d6 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 10d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand Discovery 5 5 5 5 5 5


Class Features

Weapon and Armor Proficiency

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.


Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.


Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.


Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.


Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him the following abilities for 10 minutes per alchemist level:

  • A +2 bonus to natural armor
  • Instantly gains 10 + (1 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • +4 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +1 alchemy bonus to Fortitude and Reflex saves, and a -1 penalty to Will saves.
  • A base attack (BAB) equal to his Alchemist level.
  • Natural claw attacks, doing 1d6 base damage each. (Note that this base damage increases to 2d6 damage at level 8 and 3d6 damage at level 15, as per standard melee weapon rules.)
  • Beginning at level 4, the alchemist's natural attacks are considered magic for purposes of overcoming DR.

While under the effects of a mutagen, the alchemist cannot mix extracts or bombs. When the mutagen wears off, if the alchemist has more hit points than his normal maximum hit points, the extra hit points are lost.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen. The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.


Natural Attacks
Natural attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the alchemist’s full base attack bonus and add the alchemist’s full Strength bonus on damage rolls. Secondary attacks are made using the alchemist’s base attack bonus –5 and add only 1/2 the alchemist’s Strength bonus on damage rolls. The alchemist's claws and bite attacks from his mutagen are primary natural attacks. The discoveries 'vestigial arm' or 'tentacle' can provide the alchemist with secondary natural attacks.
During a standard attack action, natural attacks are much like standard weapons -- the alchemist makes one attack at full BAB with a single claw (or bite, if available). During a full attack action, however, the alchemist uses his full BAB to attack with each of his primary natural attacks, and BAB -5 for each of his secondary natural attacks.
Natural attacks do not benefit from any of the two-weapon fighting feats or the multi-attack feat.


Tweaking (Ex) -- (Optional)

An alchemist only needs 4 hours of sleep each night. This is not because he has some supernatural ability to restore his energy faster than other people, it is because he imbibes heavily in stimulants. Additionally, alchemists add +4 to endurance checks made to resist fatigue due to not sleeping. Generally, the extra hours an alchemist gains from not sleeping are spent putting together potions, bomb catalysts or fetishes, but they can also be on watch during this time.


Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.


Discovery (Su)

At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.


Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.


Poison Use (Ex)

Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.


Swift Alchemy (Ex)

At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.


Craft Fetish (Ex)

At 4th level, an alchemist can create a small fetish item during his full rests. He may only have one such fetish at a time, and he must determine the properties of the item at the time he fashions it. The fetish lasts until broken, but if the alchemist makes a new one, the magic of the existing one dissipates. Like the alchemist's bombs and potions, the fetish becomes inert if used or carried by anyone else.

While unbroken, the fetish protects the alchemist from his own bombs, making him immune to their damage and effects if he happens to be within the bomb's radius. However, As a swift action, the alchemist can break the item to trigger an effect. This ends the protection against his own bomb damage until a new fetish can be created during your next full rest.

At the time he fashions the fetish, the alchemist may choose to imbue it with one of the following abilities, which is triggered when the fetish is broken:

Essence of Battle
gain a +2 alchemy bonus to your attack rolls until the end of the encounter.
Essence of Change
double the effect(s) of your mutagen until the end of your turn, after which the mutagen immediately expires.
Essence of Endurance
gain temp hit points equal to 2x alchemist level + INT mod. These temp hit points last until end of encounter or until they are beaten out of you.
Essence of Coercion
teleport one enemy a number of squares equal to your INT mod as part of this swift action. Target gets a Will save for half (round down), with a DC of 10 + half alchemist level + INT mod.


Swift Poisoning (Ex)

At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.


Persistent Mutagen (Su)

At 14th level, the effects of a mutagen last for 1 hour per level.


Instant Alchemy (Ex)

At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.


Grand Discovery (Su)

At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Alchemist Changes

The following forumulae are no longer available to Alchemists:

  • beast shape I
  • beast shape II
  • beast shape III
  • beast shape IV
  • monstrous physique I
  • monstrous physique II
  • monstrous physique III
  • monstrous physique IV
  • undead anatomy I
  • undead anatomy II
  • undead anatomy III
  • elemental body I
  • elemental body II
  • elemental body III
  • vermin shape I
  • vermin shape II
  • mutagenic touch
  • form of the dragon I
  • giant form I
  • plant shape I
  • plant shape II


The following discoveries are no longer available to Alchemists:

  • cognatogen
  • grand cognatogen
  • greater cognatogen
  • infuse mutagen
  • feral mutagen


Alchemist Discovery Changes

Vestigial Arm (modified) - (Req. Alchemist 6)

At the time the alchemist chooses this discovery, he may decide whether this extra arm is present at all times, or only while under the effects of a mutagen. The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. While affected by a mutagen, vestigial arms grow claws, and act as secondary natural weapons, dealing 1d4 base damage, plus half the alchemist's strength. Secondary natural attacks, as always, are made at BAB - 5. If not affected by a mutagen, the arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).

Special: An alchemist may take this discovery up to two times.


Tentacle (modified) - (Req. Alchemist 6)

The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. While affected by mutagen, the tentacle can be used to make a secondary natural attack, dealing 1d4 damage plus half the alchemist's strength modifier. Secondary natural attacks, as always, are made at BAB - 5. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.


Greater Mutagen (modified) - (Req. Alchemist 12)

An alchemist who selects this discovery can improve the effects of his mutagen, gaining the following abilities instead of those listed for the standard mutagen:

  • A +4 bonus to natural armor
  • Instantly gains 10 + (2 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • +6 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +2 alchemy bonus to Fortitude and Reflex saves, and a -2 penalty to Will saves.
  • A base attack (BAB) equal to his Alchemist level.
  • Natural claw attacks, doing 1d6 base damage each, and a bite attack, doing 1d8 base damage. (Note that this base damage increases at level 8 and at level 15, as per standard melee weapon rules.)
  • The alchemist's natural attacks are considered magic for purposes of overcoming DR.


Grand Mutagen (modified) - (Req. Alchemist 16, Greater Mutagen)

An alchemist who selects this discovery can improve the effects of his mutagen even further, gaining the following abilities instead of those listed for the greater mutagen:

  • A +6 bonus to natural armor
  • Instantly gains 10 + (3 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • +8 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +3 alchemy bonus to Fortitude and Reflex saves, and a -3 penalty to Will saves.
  • A base attack (BAB) equal to his Alchemist level.
  • Natural claw attacks (1d6 base damage each), a bite attack (1d8 base damage)and a rend (2 claws, 1d8). (Note that this base damage increases at level 8 and at level 15, as per standard melee weapon rules.)
  • The alchemist's natural attacks are considered magic for purposes of overcoming DR.

Alchemist Grand Discovery Changes

True Mutagen (modified) - (Req. Alchemist 20, Grand Mutagen)

An alchemist who selects True Mutagen as his grand discovery at level 20 can maximize the effects of his mutagen, gaining the following abilities instead of those listed for the grand mutagen:

  • A +8 bonus to natural armor
  • Instantly gains 10 + (4 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount. (That's 90 hit points!)
  • +10 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +4 alchemy bonus to Fortitude and Reflex saves, and a -4 penalty to Will saves.
  • A base attack (BAB) equal to his Alchemist level.
  • Natural claw attacks (1d6 base damage each), a bite attack (1d8 base damage)and a rend (2 claws, 1d8). (Note that this base damage increases at level 8 and at level 15, as per standard melee weapon rules.)
  • The alchemist's natural attacks are considered magic for purposes of overcoming DR.
  • It's Alive! Once per day, when the alchemist is dropped to 0 or fewer hit points, at the start of his next turn, he instantly heals to the value of half his hit points, and stands up as a free action. The alchemist retains the effects of his mutagen throughout this process.


Example Feats

Alchemist Example Build:

Human, base stats:Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8.

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!

Human, base stats:Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8.

Example Feats

1st Level: Point Blank Shot, Precise Shot. Lets you put your bombs exactly where you want them 3rd Level: Weapon Focus:Bombs. Still making the bombs better. 5th Level: Deadly Aim. Now that the bombs go where you want them, you start to throw them harder. 7th Level: Dodge. A point of armor class and unlocks good stuff. 9th Level: Close Quarters Thrower Throw bombs in melee! 11th Level: Charging Hurler Let's you keep up with the first round rush and still attack. 13th Level: Far Shot Throw bombs waaaay further and still hit. 15th Level: Mobility Avoid those attacks of opportunity. 17th Level: Shot on the Run Pop around a corner, throw a bomb, hide. So awesome. 19th Level: Clustered Shots You should have Fast Bombs, this lets you punch through DR like crazy.

This build is a ranged bomb-hurler.


Hulchemist Example Build:

Human, base stats: Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8

Example Feats

1st Level: Power Attack, Weapon Focus:Natural Attacks. Yeah, you wreck'em in melee, you betcha! 3rd Level: Dodge. Melee sucks, you want the armor class bad. 5th Level: Mobility Move around in melee, get hit less. 7th Level: Point Blank Shot Still gotta work the bombs! 9th level: Toughness Hit points, baby! 11th Level: Precise Shot Workin' the bombs 13th level: Shot on the Run The corner thing, so awesome. 15th Level: Rending Claws Oh, yeah, even more melee damage 17th Level: Defensive Combat Training Stops the bad guys from tackling you all the time 19th Level: Advanced Def Combat Training No, seriously. Getting grappled sucks.

This build should take both vestigial arms AND the tentacle, and every boost to Mutagen you can lay your hands on. As a result, you can wade into a fight with aplomb.