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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.