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The Alchemist Prestige Class
Alchemy is an approach to Science which deals largely with the creation or
transmutation of existing components. Gunpowder and the many resulting firearms
owe their existence to the Alchemy Laws of Explosives. So too are antidotes,
salves, and many other items created by Alchemists the world over. While
Science is the study of various subjects, Alchemy is the practice of putting
that study to work, as it pertains to compounds and their reactions when
combined.
Prerequisites:
Feats: Skill Focus (Craft, Alchemy), Skill Focus (Spellcraft)
Skills: Concentration 10Ranks, Craft-Alchemy 10Ranks, Knowledge-Arcana 6Ranks,
Knowledge-Religion 3Ranks, Spellcraft 5Ranks,
Spellcasting or Spell-like Ability: 0th level or greater Rite or Ritual.
Code:
Level BAB Fort Refl. Will Special
1 +0 +1 +1 +0 Alchemy
2 +0 +1 +1 +0 Alchemy, Universal Solvent
3 +1 +2 +2 +1 Dust of Tracelessness
4 +1 +2 +2 +1 Alchemy, Sovereign Glue
5 +2 +3 +3 +2 Dust of Appearance
6 +2 +3 +3 +2 Alchemy, Unguent of Timelessness
7 +3 +4 +4 +3 Dust of Illusion
8 +3 +4 +4 +3 Alchemy
9 +4 +5 +5 +4 Dust of Disappearance
10 +4 +5 +5 +4 True Alchemy
HD: 1d4
Class Skills
The Alchemist's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Knowledge – any (Int), Perform-Rites (Cha),
Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill points at each additional level: 4 + Int Modifier
Alchemy: Alchemists practice their science to a greater degree than those
capable of crafting simple alchemy equipment like Acid, Antitoxin, Gunpowder,
and the like. Crafting is only part of the process, a process which Alchemists
perform throughout their daily lives. In order for an Alchemist to prepare
their various Alchemies, they must have a period of at least 1 hour of relative
calm – much like that required of spellcasters when
obtaining their daily spells. Application is just as important as creation, and
any time the Alchemist isn’t present for the application of their specially
prepared Alchemy, the results are either half-as-effective,
or cause poisoning (Con 1d10 initial, 1d10 Secondary), 10% chance of the
latter. At 1st level and every Even Level of the Alchemist Prestige Class obtained,
the Alchemist unlocks the mysterious processes to create a different and unique
form of Alchemy.
Antidote: This special Alchemical ungent can either
be applied topically or ingested, combating Injury/Contact and Ingested/Inhaled
poisons respectively. Any and all non-permanent effects are removed from the
user. Protection from that delivery of poison is also gained for 24 hours
following application. The Alchemist’s constant exposure to the compounds used
in the process of creating Antidotes grants the Alchemist permanent Immunity to
Poisons.
Elixir: There are several versions of an Alchemist’s Elixir, but all are meant
to increase some aspect of the imbiber. When an Elixir is created, the Alchemest applies one of the Elixir Effects on the following
list. Elixirs require an hour to create each dose, and no more than eight doses
can be prepared at one time. All doses of Elixir last for 24 hours before
losing their properties, with the effects of the Elixir lasting for an hour
once imbibed. . Furthermore, the Alchemist’s constant exposure to the compounds
used in the process of creating Elixirs grants the Alchemist a permanent +2
Circumstance Bonus to each Ability Score.
Elixir of Agillity: 1d4+1 Enhancement Bonus to
Dexterity
Elixir of Bodily Heath: 1d4+1 Enhancement Bonus to Constitution.
Elixir of Clear Thought: 1d4+1 Enhancement Bonus to Intelligence.
Elixir of Fire Breath – Per DMG
Elixir of Hiding – Per DMG
Elixir of Influence: 1d4+1 Enhancement Bonus to Charisma
Elixir of Love – Per DMG
Elixir of Sneaking – Per DMG
Elixir of Strength: 1d4+1 Enhancement Bonus to Strength.
Elixir of Swimming – Per DMG
Elixir of Truth – Per DMG
Elixir of Understanding: 1d4+1 Enhancement Bonus to Wisdom
Elixir of Vision – Per DMG
Ointment: Keoghtum was the first to document the
arduous process of creating a healing ointment capable of mending wounds
overnight. An Alchemist’s ointment is capable of restoring 1d4 HP +1 HP per
Alchemist Class Level. Only 2 applications of ointment can be used on any 1
person in any 1 - 24 hour period. Further, the HP regained during rest, from
Sleep, is doubled. Furthermore, the Alchemist’s constant exposure to the
compounds used in the process of creating Ointments grants the Alchemist
permanent Fast Healing 1.
Poisons: Nasty and insidious by design, the discovery by which poisons are
alchemically created is not one for the feint of heart. Knowledge of the
methods to create an Alchemist’s Antidote are
necessary before selecting this form of Alchemy. The Alchemist can create a
poison of any delivery-method (Contact, Ingested, Inhaled, or Injury);
affecting any 1 ability score (STR, DEX, CON, INT, WIS, CHA); which deals
either 2d4 initial & 1d4 secondary with a Save DC of 10 + Alchemist
Prestige Class level + Intelligence Modifier – OR – 2d6+2 initial & 1d6+1
secondary with a Fortitude Save DC or 10 + 1/2 Alchemist Level + Intelligence
Modifier. Furthermore, the Alchemist’s constant exposure to the compounds used
in the process of creating Poisons grants the Alchemist a permanent Poisonous
Touch Attack; dealing 2 Damage to any 1 Ability Score with a Fortitude Save for
1/2 effect. This ability is not constant, requiring a Standard Action to use,
including the process of bringing toxins to the skin for the touch attack.
Restorative: Life’s essence is a fleeting thing; Alchemists have discovered the
process to thwart the kiss of Death’s Minions. Many of the fabled undead and
even the horrible bite of lycanthropy can sap the life-force of a person. The
Alchemist’s Restorative completely removes the effects of Negative Levels and
any Ability Damage not caused by poisons. Lycanthropy is reversed, as are
similar maladies, though the Restorative is ineffective against poisons and
natural diseases. This Restorative requires 24 hours to be effective on the
user. Furthermore, the Alchemist’s constant exposure to the compounds used in
the process of creating Restoratives grants the Alchemist a permanent immunity
against Negative Levels, Ability Damage, Lycanthropy and similar maladies.
Salve: Salves are used to cure diseases, remove blindness, remove deafness, or
even combat magical maladies by breaking Enchantments. The Alchemist’s Salve
completely restores sight, hearing, removes disease, and if applied on someone
that has a magical effect in place, brings about the effects of a Break
Enchantment spell, as cast by the Alchemist with a Caster Level of 10 +
Alchemist Level + Intelligence Modifier. Very few magical afflictions are
capable of withstanding the caustic-cleansing of a Salve.
Universal Solvent: The Alchemist has discovered the process to crafting a
Universal Solvent. Crafting a single dose of Universal Solvent costs the
Alchemist 50GP, 5XP and 1 Hour.
Unguent of Timelessness: The Alchemist has discovered the processes to crafting
a dose of Unguent of Timelessness. Crafting a single dose of Unguent of
Timelessness costs the Alchemist 150GP, 15XP and 2 Hours.
Dust of Tracelessness: The Alchemist has discovered the processes to crafting a
Dust of Tracelessness. Crafting a single dose of Dust of Tracelessness costs
the Alchemist 250GP, 25XP, and 3 Hours.
Sovereign Glue: The Alchemist has discovered the processes to crafting a dose
of Sovereign Glue, including the beginnings of the knowledge of how to contain
it. Crafting a single dose of Sovereign Glue costs the Alchemist 2,400GP,
240XP, and 24 Hours.
Dust of Appearance: The Alchemist has discovered the processes to crafting a
Dust of Appearance. Crafting a single dose of Dust of Appearance costs the
Alchemist 180GP, 1,800XP, and 18 Hours.
Dust of Illusion The Alchemist has discovered the
processes to crafting a Dust of Illusion. Crafting a single dose of Dust of
Illusion costs the Alchemist 1,200GP, 120XP, and 12 Hours.
Dust of Disappearance The Alchemist has discovered the
processes to crafting a Dust of Disappearance. Crafting a single dose of Dust
of Disappearance costs the Alchemist 3,500GP, 350XP, and 25 Hours.
True Alchemy: The Alchemist has untapped the truths to Alchemy, and the many
effects which can be accomplished through such wonderous
sciences. The Alchemist gains access to the Brew Potions Item Creation feat,
including the prerequisites necessary to make any Potion. GP and XP Costs are
standard, with the items created following all the rules of Potions. The
Alchemist may, however, cause the Potions effects to be subsumed by fruit
(Large Berries, small Apples, banana, etc.), provided the fruit is available
during Potion creation.