ember3579 Posted December 30, 2009 Share Posted December 30, 2009 This is a work-in-progress, not even at the first draft. Still, I think this is good enough to get some responses for it. Tell me what you think, and try and be constructive! Thanks. Alchemist Overlook The alchemist, at his basest levels, is a seeker of knowledge. They want to understand the inner workings of the world. People who become alchemists in general are curious, inquisitive, and adaptable. Most are also at least mildly physically capable, mostly because of either necessity (there's some dangerous things in an alchemist's world) or personal preference ("a strong mind exists in a strong body" is a commonly seen reason for that). Alchemists routinely fall into one of three basic fighting styles: mixing their alchemy with a standard frontal attack, using alchemy to attack from a distance, or combining the two. Commonly, alchemists were either wizards and sorcerers, or fighters and rangers, before they trained as an alchemist, although any class may train as an alchemist. Becoming an Alchemist Requirements: Knowledge (Alchemy) check DC 15 (10 if trained by an alchemist), Int +2 modifier minimum (Int +1 modifier minimum if trained by an alchemist) Class Skills (Skill Points = 5 + Int modifier, x4 at level 1) Spot (Wis), Listen (Wis), Knowledge (Int), Decipher Script (Int), Concentration (Con), Search (Int), Gather Information (Cha), Appraise (Int), Survival (Wis), Sleight of Hand (Dex), Sense Motive (Wis), Bluff (Cha) Table (Alchemist) Hit Die: d6 | |Saving Throws | | |_____________|Level|Base Attack Bonus|Fort|Ref|Will |Special______________________________________________________________________________________ 1 | +1 | +1 |+1 | +1 |Basic Alchemy, Alchemy Training, Bonus Feat______________________________________________________________________________________ 2 | +2 | +1 |+1 | +1 |______________________________________________________________________________________ 3 | +2 | +2 |+2 | +2 |______________________________________________________________________________________ 4 | +3 | +2 |+2 | +2 |______________________________________________________________________________________ 5 | +3 | +3 |+3 | +3 |______________________________________________________________________________________ 6 | +4 | +3 |+3 | +3 |______________________________________________________________________________________ 7 | +5 | +4 |+4 | +4 |______________________________________________________________________________________ 8 | +6/+1 | +4 |+4 | +4 |______________________________________________________________________________________ 9 | +7/+2 | +5 |+5 | +5 |______________________________________________________________________________________ 10 | +8/+3 | +5 |+5 | +5 |Intermediate Alchemy______________________________________________________________________________________ 11 | +9/+4 | +6 |+6 | +6 |______________________________________________________________________________________ 12 | +9/+4 | +6 |+6 | +6 |______________________________________________________________________________________ 13 | +10/+5 | +7 |+7 | +7 |______________________________________________________________________________________ 14 | +11/+6/+1 | +7 |+7 | +7 |______________________________________________________________________________________ 15 | +12/+7/+2 | +8 |+8 | +8 |______________________________________________________________________________________ 16 | +13/+8/+3 | +8 |+8 | +8 |______________________________________________________________________________________ 17 | +14/+9/+4 | +9 |+9 | +9 |______________________________________________________________________________________ 18 | +15/+10/+5 | +9 |+9 | +9 |______________________________________________________________________________________ 19 | +16/+11/+6/+1 | +10|+10| +10 |______________________________________________________________________________________ 20 | +16/+11/+6/+1 | +10|+10| +10 |Advanced Alchemy Class Features Weapon and Armor Proficiency: All simple and martial weapons, light and medium armor, general shield proficiency Alchemy: An alchemist uses special symbols and a small portion of their own spiritual energy to initiate transmutations of the target. This pool of energy is determined by the equation (character level X will X (int + wis modifier)) with a minimum of 100. This pool regenerates at a base rate of 1% per round (rate is halved if in stressful circumstances, like combat). If this limit is met, they suffer no actual detrimental effects. The alchemist may exceed this limit, but will be progressively more fatigued if they do so (25% of their max energy spent: fatigued, 50% of their max energy spent: exhausted, 75% of their max energy spent: unconscious (health remains the same), 100% of their max energy spent: dead). If someone dies in this fashion (their energy is taken in enough quantities to cause this), they arrive at the afterlife unconscious, and remain that way for 25 weeks - their character level, 1 week minimum. During this period, any attempts to contact the character will fail (reason will be given), and ressurection attempts will be made as if the target were indifferent to the attempt (no drive to be ressurected, but no resistance either). The character will still be unconscious, but for (weeks left - 1/2 ressurection spell's level, minimum 1 day). There are a few basic rules regarding alchemy. First, you cannot (in normal operation) end up with more or less mass of materials than you began with (known as the Law of Conservation of Mass). Second, you cannot make a product using entirely unrelated substance (metals make metals, liquids make liquids, organics make organics, etc.) (known as the Law of Natural Providence). This law has one loophole, though; that being if you have a composite material (most stone is a mix of various types of substance, for example), you can deconstruct it (a separate process) to produce the materials necessary for your transmutation (if you're in an iron mine, you can pull pure iron from the surrounding area with a transmutation). This commonly destroys or otherwise damages the target, though, so discretion is advised. Third, in order to actually transmute anything, you have to properly identify which type of material it is you're transmuting (with a spot check initially (gives the most prominent material type in that item, DC 15 normally), and a search check if you want to be more thorough (gives more detailed material type info in 5'x5' volume of substance max, DC 20)). If you attempt to transmute something which you mis-identified, you get a small light show signaling an attempted transmutation, but nothing else happens. The symbol used to initiate alchemy is commonly either attached to the thing transmuted or is attached to something that comes into contact with the thing transmuted. Symbols can vary in complexity from simple (movement action to draw) to mind-bogglingly complex (5+ minutes to draw, based on size). The complexity of the symbol used helps determine the energy cost of the transmutation, and the maximum area you can transmute. If the symbol isn't directly attached to the target of transmutation (and therefore part of the thing being transmuted, in effect), it may be reused. For example, you can reuse a symbol drawn on the ground to repair items one after the other, but a symbol drawn on the item being repaired will be rendered unusable after that transmutation. The symbol must remain altogether intact for it to be reused. In order to draw a symbol during combat, you have to make a dexterity check (DC 20). In order to draw a symbol without being caught, you have to make a Sleight of Hand check (DC 25) as well as a dexterity check (DC 20). Various types of alchemy exist, which are organized by what material type (or process, in a few cases) they focus on. These types are metal (iron, silver, etc.), gas (oxygen, water vapor, etc.), liquid (water, most acids, etc.), mineral (stone, most gems, etc.), organic (most races, plants, etc.), life (souls of living beings and magical enchantments), deconstruction (separating the target into it's base material types, or just shredding the target on a molecular level (see section on it for more info)), and complex (mixes multiple material types for use in one process, making intricately designed items). Alchemy is a very noticeable action. When a transmutation is performed, a light show of sorts is emitted, illuminating the affected area as if a daylight spell were in effect on the affected area (although very noticeably different visually, and doesn't cause problems for vampires) in what appears to be lightning (causes no damage, DC 15 fort/ref (whichever's higher) save to avoid hindered vision (visual range 50%, Spot/Search DCs +10) for 3 rounds)). A distinct crackling sound very similar to a real-world tesla coil (Listen DC -15) is also emitted for the duration of the transmutation. These effects may be supressed by an experienced alchemist (see Alchemy Training). Alchemy Training One of the goals that an alchemist has in life is to learn as much as possible about alchemy, and by extension, the world. This is expressed on the character sheet as Alchemy Training. Every level an alchemist may take 1 "training level" in an alchemy field of their choice. These training levels are what are used to determine the capacities of specific transmutation types, rather than class level. For the purposes of negative levels, these are considered entirely separate, and thereby, unaffected by reductions in character level (except in the case of certain feats and abilities that are made unusable by the negative level). These training levels can alternatively be put towards special feats related to alchemy (see Alchemist: Feats). Basic Alchemy Upon acquirement of this feat, all alchemy training levels are raised by 1 (from 0), which allows the (most basic, true) use of all alchemy types. These training levels (and all levels applied afterward) cannot be undone by any method, unless specified by the effect that added them. Also, the alchemist can encode any writing they may have into something that appears inconspicuous (for example, a cookbook or a travelogue). The DC for someone not taught how to decode the writing (the encryption is independently made by the alchemist, so only the alchemist and people he's shown how can decrypt his code with no check) is 30+(alchemist's int modifier)+(alchemist's class level). This check is made using Decipher Script (int) and the decoder's alchemist class level as modifiers. Also, the character (thanks to the intimate knowledge of alchemy and related subjects they have from training) may identify the basic type of transmutation any alchemical symbol he can see makes use of with no checks required (would normally require a knowledge (alchemy) check DC 20). Intermediate Alchemy Upon acquirement of this feat, all alchemy training levels are raised by 3. The DC to decode the alchemist's encryption is now 40+(alchemist's int modifier)+(alchemist's class level). Advanced Alchemy Upon acquirement of this feat, all alchemy training levels are raised by 5. The DC to decode the alchemist's encryption is now 50+(alchemist's int modifier)+(alchemist's class level). Bonus Feat The alchemist may take at first level (and every 4 levels after, starting at level 4) a feat from this list (provided they qualify for it): Cunning Strike*, Cunning Dodge*, Power Attack, Overbear*, Knowledgeable* (1st level only), Two-Weapon Fighting, Combat Expertise, Superior Expertise, Weapon Focus, Blindsense* (alchemist level 4 minimum), Balanced Strike* (alchemist level 8 minimum), Bloodletting* (alchemist level 8 minimum), Bookworm*, Run, Improved Blindsense* (alchemist level 10 minimum), Greater Blindsense* (alchemist level 20 minimum), Track (alchemist level 3 minimum), Natural Skill* (1st level only), Perception* (alchemist level 4 minimum), Perceptive* (alchemist level 9 minimum), Perfect Blindsense* (alchemist level 30 minimum), Recover* (alchemist level 5 minimum), Safe Recover* (alchemist level 12 minimum), Alertness, Deft Hands, Diligent, Self-Sufficient (alchemist level 3 minimum), Fleet of Foot (alchemist level 6 minimum), Stealthy (alchemist level 4 minimum) Alchemist Feats An alchemist, rather than taking a training level, may take one of the following feats (provided they qualify for it): Compressive Alchemy, Leapfrog Alchemy, Layered Alchemy, Restructuring Alchemy, Remote Control, Conversion Alchemy, Fast Transmutation Compressive Alchemy The alchemist must have an int modifier of +3 or more, 4 levels in Complex Alchemy, and 3 levels in alchemy types related to the transmutation you apply this feat to. The alchemist may compress matter into a smaller volume than normal, shrinking a volume of matter as much as [alchemist's int modifier] size classes (still weighs the same as before). This allows characters with sufficient strength modifiers (+1 for each size class smaller than it should be) to use the equipment as normal. The equipment's HP remains the same, and hardness is increased by +2 for each size it was lowered from normal. In the case of weapons, the weapon's damage is treated as if it were the size class it would be normally. In the case of armor, +2 is added to the armor's AC for each size smaller. For effects that destroy a given depth of material, the compressed sections are considered to be times deeper for a given depth (example, a desintegration spell that destroys 5' of material would destroy 2'6" of material compressed 1 size class). This feat adds 25% to the spirit energy cost of the transmutations that use it. Leapfrog Alchemy The alchemist must have an int modifier of +2 or more, 3 levels in Complex Alchemy, and a will score of +2 or more. The alchemist may "leapfrog" transmutations across one medium. For example, an alchemist in a melee with a full-plate wearing opponent (assuming they have the appropriate symbol tattooed on their body) would normally have to make actual contact with the armor to deconstruct it off of the opponent (touch attack bare-handed). With Leapfrog Alchemy, they may do this through a weapon (touch attack with the weapon). This can be done out to a range of [1/2 alchemist's level x int modifierx5] feet, provided that the transmutation uses only one item to leapfrog transmutations. This feat adds 10% to the spirit energy cost of the transmutations that use it. Layered Alchemy The alchemist must have an int modifier of +2 or more, 3 levels in Complex Alchemy, and 2 levels in alchemy types related to the transmutation you apply this feat to. The alchemist may transmute an item with small hollow sections inside, which commonly contain alchemical symbols, although there may be other things contained there. In the case just mentioned, an alchemist may use the symbol contained in the item as per normal. If the alchemist instead fills the hollow section with any liquid (such as poison or alchemist's fire (does not cause area damage as normal)), the alchemist may make use of it as if it were applied to the item. The item (if medium sized) may be made able to contain 10 units of liquid at one time without having any penalty to the item's various stats. The item's compartment may be filled at a rate of 1 unit/move action (provokes attacks of opportunity, can't add more than one type of liquid). This feat adds 15% to the spirit energy cost of the transmutations that use it. Restructuring Alchemy The alchemist must have an int modifier of +4 or more, 8 levels in Complex Alchemy, Compressive Alchemy, and 6 levels in either organic or metal alchemy (based on the race you're affecting). The alchemist can, through the second-most difficult process possible for an alchemist currently known, reconstruct a living character's body into something stronger, modifying the character's base stats however the alchemist wants. The alchemist may add [alchemist's int modifier] points to the target character's strength and dexterity stat however they wish (all points into str, all points into dex, or somewhere in between). The character must have a minimum constitution modifier of +2 for this to be possible. The bonus points are recorded separately, though for all intents and purposes they are incorporated into the character's base stats. This process takes 3d6 days to complete (including recovery time). No alchemist may increase the stats further without having an int modifier greater than the total change (if a character has +4 str from this process, an alchemist must have a +5 int modifier or greater to increase the character's stats). Since the process takes a very long time, spirit energy cost can be ignored as long as the alchemist has [3500 x total bonus applied) x (1/(Complex Alchemy level + Organic or Metal Alchemy level))] spirit energy points. Remote Control The alchemist must have an int modifier of +2 or more, 4 levels in Complex Alchemy, and 5 levels in Life Alchemy. When creating machinery, the alchemist may imbue the machine with a small portion of their spirit energy at the same time. While the machine retains this energy, the machine can be controlled by the alchemist as if it were the alchemist's actual body, even while the alchemist operates normally. This is because of a connection maintained between the machine and the alchemist. If this connection is broken (either willingly or by outside forces) or one of the two connected things (alchemist's actual body and machine) are run completely out of spirit energy, the machine is rendered inert and the connection is broken. The alchemist may control the machine out to a distance of [character level x int modifier x 10] feet. The machine is considered to have [1/6 spirit energy points imbued in machine] health points. When these hit points are ran dry, the machine is considered empty of spirit energy. The alchemist may imbue a machine at a cost of [500x(1/life alchemy level)] spirit energy points, on top of the number of points they imbue the machine with. Conversion Alchemy The alchemist must have an int modifier of +6 or more, 15 levels in Complex Alchemy, Compressive Alchemy, Restructuring Alchemy, 6 levels in alchemy types related to the transmutations that this applies to, and 12 levels in Life Alchemy. The alchemist may accomplish various tasks with this alchemy. First, he may, using his own spirit energy as fuel, materialize 1 lb. of material for every [630 x (1/(related Alchemy level + Life Alchemy level))] spirit energy points spent. The alchemist must have some sort of item with that material type in order to materialize that material. Second, he may condense his or another being's/enchanted item's spirit energy (some energy is infused into the enchanted item on enchantment) into a Philosopher's Stone of comparable strength. This stone has spirit energy points equal to the total amount of spirit energy infused into it, and a spirit energy recharge rate equal to 1% for each living creature infused into the stone (.5% instead for each animal-intelligence creature and living creature that donated >50% of their spirit energy (including the alchemist, if it applies)). The stone can be made to pay any spirit energy costs instead of the alchemist controlling it at the controller's discretion. The initial cost to make a Philosopher's Stone of any size is [18144 x (1/(Complex Alchemy level + Life Alchemy level))] spirit energy points. The maximum number of characters/items that can donate energy besides the alchemist is [character level/5]. Characters, magic items, and creatures may roll a will save to resist having all their spirit energy stripped away (successful save puts them at -25% spirit energy points, but no other bad effects occur) if they are capable of making a will save (DC [10 + alchemist's level + int modifier]). Third and finally, the alchemist may transfer spirit energy to and from any target he is in transmutation range of. He can strip all the energy from a target (will save for half, DC [10 + alchemist's level + int modifier]) and add it to his own pool of spirit energy (energy exceeding 100% dissipates at a rate of 1%/round), or give the target a portion of his spirit energy (until target hits 100% or alchemist hits 0%, whichever comes first). Both cost [2016 x (1/Life Alchemy level)] spirit energy points to initiate. Fast Transmutation The alchemist must have an int modifier of +1 or more, 4 levels in Complex Alchemy, and 3 levels in alchemy types related to the transmutations this applies to. Normally, transmutations occur at a rate of [1 x most applicable alchemy level] feet/round. This feat modifies that equation, changing it to [5 x most applicable alchemy level] feet/round. No other parameter is changed by this feat. Symbol Types As was stated repeatedly, all forms of alchemy utilize some form of symbol. These are given a rating according to their complexity. The maximum complexity rating that an alchemist can draw is [1/2 alchemist's class level + int modifier], with a minimum of 3. More complex symbols, while they take longer to draw, have greater capacity for larger effects. Higher level alchemists can (theoretically, anyway) transmute an entire castle in one go, given they have a complex enough symbol in combination with their actual skill. Alchemists may make use of symbols of a higher level complexity than they can draw (after making a successful DC [15 + (symbol's complexity level - highest complexity level alchemist can draw)] Knowledge (Alchemy) check to identify the symbol's use) if they take a level penalty to their effective corresponding alchemy levels in transmutations using that symbol. For example, if a level 4 alchemist with an int modifier of +2, a Metal Alchemy level of 4, and a Complex Alchemy level of 2 were to use a Metal/Complex symbol with a complexity rating of 5, his effective alchemy rating if he used that symbol would be Metal Alchemy 3 and Complex Alchemy 1. The only thing that a more complex symbol modifies (if you have the requirements to use it) is how much material you can transmute in a single action. Alchemy Types As was stated repeatedly in one form or another, there are various types of alchemy: Life, Metal, Gas, Liquid, Organic, Mineral, Deconstruction, and Complex. The first 6 are fairly straight-forward; they concern any and all transmutations involving their chosen field, and modify them accordingly. The last two, Destruction and Complex, are a little more involved. They actually focus on a process of alchemy, rather than a material. Desconstruction focuses on taking a material type and taking it apart, either to use the materials for some other process later or to just destroy the affected target. Complex alchemy involves either transmuting multiple material types at once or creating increasingly intricate products with your alchemy. The equations dictating the various types of normal alchemy are as follows. To determine the maximum amount of mass that each transmutation can affect, use the equation [symbol's complexity level x largest related alchemy training level x 5] lbs. To determine the maximum volume of matter that each transmutation can affect, use the equation [symbol's complexity level x largest related alchemy training level x 2] feet. Alchemists may spend extra energy to affect more and larger volumes of mass, with the extra energy in direct proportion to the energy normally spent. For example, adding 50% of the normal cost can increase the affected mass and volume parameters by a total percentage of 50% (add 50% to the maximum affected volume, 50% to the maximum mass, or any mix of the two, as long as it adds a total of 50% to the parameters). The cost of an actual transmutation is as follows. To determine the cost of transmutations involving non-resisting targets (such as terrain or willing participants), use the equation [affected volume x affected mass x (1/sum of related alchemy levels)] (makes no use of any spirit energy points that may be posessed by targets, that's entirely different). To determine the cost of transmutations involving soul transference from one body to another (which type of body either to or from makes no difference, even if the body is normally inert, like a suit of armor for example) involving a non-resisting target (something like this can only be feasibly done one at a time), use the equation [2000 x (1/Life Alchemy level)] (a symbol complexity rating of 6 or more is necessary to do this). You never know which rabbit hole you jump into will lead to Wonderland. - Ember3579Aku Soku Zan. - ShinsengumiYou wanna mess with me or my friends? Pick your poison.If you have any complaints about me, please refer to this link. Your problems are important to me.Don't talk smack if you're not willing to say it to the person's face. On the same line, if you're not willing to back up your opinions no matter what, your opinion may as well be nonexistent. Link to comment Share on other sites More sharing options...
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