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Alchemist DnD3.5

Alchemist DnD3.5

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Published by RandomRedMage
An alchemist class designed by George Rounds for the Dungeons and dragons tabletop RPG.
An alchemist class designed by George Rounds for the Dungeons and dragons tabletop RPG.

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Published by: RandomRedMage on Feb 27, 2009
Copyright:Attribution Non-commercial


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D&D Alchemist Class By RandomRedMage
Alchemist -
Alchemists are herbalists, potion makers, chemists, and sometimes mad scientists. They come from many backgrounds andthese backgrounds tend to influence where an individual alchemist will specialize. Proficient with the use of different potions andsolutions as weapons in battle they can be some of the most dangerous craftsmen of destruction, and some of the most potent healers.Though regardless of the path that they choose, they require quite a bit of research and development time.Unlike their wizard/sorcerer counterparts who dabble in the making of potions through the infusion of magic into potions, TrueAlchemists work with many herbs, plants, and chemicals, natural and manufactured to create miraculous effects and outcomes.
Alchemists as Adventurers -
Usually alchemists tend to stay In their home towns, or move to bigger cites and set up shops selling their solutions toadventurers and townsfolk alike, however, there are handfuls of alchemists who turn to adventuring themselves, their reasons are usuallythe same, looking for more powerful solutions and ingredients of the most rare.Alchemists usually have a quest that they wish to complete within their lifetimes, many times this quest is inherited from their  predecessor, mentor, or tutor, and in some cases their parents. This life goal is on their mind at most times when they spend time alonestudying, it is not uncommon for an adventuring alchemist to carry a bag of holding dedicated to texts, journals, and 'cookbooks.' It is notuncommon for an alchemist to carry one of his texts, usually his own notes, in a heavy hardbound book, sometimes if needed resorting tousing it as a weapon.
Spot, Listen, Search, Diplomacy, Bluff, Sense Motive, Appraise, Heal, Craft, Knowledge(herbalism, nature), Profession, UseMagic Device, Decipher Script.
Hit Dice:
Skill Points at 1
6+int x 4
Skill Points at each level:
6+intLevelBABSaves F/R/WAbilities1'+0'2/2/0
True AlchemyGreater Understanding +2Alchemical Weaponry +1d6
Greater Understanding +4Evasion
Alchemical Advancement
Greater Understanding +6
Alchemical AdvancementAlchemical Weaponry +2d6
Greater Understanding +8
Alchemical AdvancementImprovised Lab
Greater Understanding +10
Alchemical AdvancementAlchemical Weaponry +3d6
Greater Understanding +12
Alchemical Advancement
Alchemical AdvancementAlchemical Weaponry +4d6
Alchemical Advancement
Alchemical Weaponry +5d6
Masterwork Alchemy
D&D Alchemist Class By RandomRedMage
Weapon and Armor Proficiency:
Alchemists are proficient with Daggers, Short Swords, Slings, Darts, Crossbows(all kinds),and Books, as well as the Gnome Calculus. Alchemists are proficient with light armor, but not with shields.
Alchemist's Known Recipes:
An alchemist can brew/create any potion/item he/she has a recipe for, An alchemist may alsospend 1 month of time to memorize a recipe to not need the recipe book to create the item. An alchemist may memorize up to 1.5xAlchemist level recipes, and may choose to forget a recipe in favor of learning another. (this month of time studying and memorizing a brew is spent in the form of 4 hours of study a day in the morning. Must be able to devote at least 8 hours to rest/sleep on each night before.) Alchemists start with one commonly available Item memorized, and all commonly available item recipes in their text.
True Alchemy (EX):
Alchemists may use the Craft(alchemy) skill to create alchemical items. The alchemist is treated as if hewere a spell caster of the same level for the purpose of creating alchemical items.
Greater Understanding (EX):
As alchemists devote themselves to the study and creation of seemingly magical things, theygain in depth knowledge of their craft. This grants them a +2 to Craft Alchemy, Heal, Knowledge(Herbalism), Profession(Apothecary),and Profession(Herbalist). An additional +2 at levels 2, 4, 6, 8, 10.
Alchemical Weaponry:
Alchemists are more adept at the use of their crafts work than any other class and as such have a bonusto using them in combat. At 1
, 5
, 9
, 13
, and 17
levels they gain an additional +1d6 damage to attacks made with alchemicalweapons(so long as the attack is supposed to deal damage). This bonus only applies up to the alchemists int modifier.
Evasion (Ex):
At 2nd level and higher, a alchemist can avoid even magical and unusual attacks with great agility. If she makesa successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.Evasion can be used only if the alchemist is wearing light armor or no armor. A helpless alchemist does not gain the benefit of evasion.
Alchemical Advancement (EX):
At 3
, 5
, 7
, 9
, 11
, 13
, and 15
, Alchemists learn an Alchemical Advancement techniqueto improve the powers of alchemical items they create. You may apply each only once to the crafting of an item unless stated otherwise.
Quicken Creation:
Speeds up analchemist's work.Halves the DC of speeding up craft checks for craft(alchemy). May be applied multiple times.DC +5 instead of +10 No change in price
Empowered Alchemy:
Increase the potency.Creating an Empowered Alchemical Item willincrease its effect by ½. DC to create +5 Numeric valuesincrease by ½.DC+5+25% GP
Enlarged Effect:
Increase the rangeof some alchemical items.Enlarged Effect Alchemical items give off a morewide spread effect. (such as light giving substancesnow give off more light. And combustibles havinglarger radius.) DC to create +5Splash area/ Radiusof effect increased by 5ft.DC+5+25% GP
Extended Life Alchemy:
Increasethe effective time of consumption.Extended Life Alchemical items lasts twice as longas normal. DC+5Duration 2xDC+5+30% GP
Maximized Effect:
Alchemicalitems of the most powerful variety.Maximized Effect Alchemical items work at their maximum potential. DC+15Maximum EffectDC+15+75% GP
Altered Appearance:
By changinga few methods, and using a littleadvanced knowledge an alchemistcan make one item, though itappears to be another.Altered Appearance alchemical items appear to besomething they are not. Such as an Alchemist's Firethat appears to be an Antitoxin. The alchemist mustknow how to create the item that the item will appear to be. DC +20DC+20+100% GP
Condensed Brew:
With some extrawork and a little time, Some thingscan be condensed without losing itseffectiveness.Condensed Alchemical items are smaller, but just as powerful. Imbibed items, Alchemist's Fires, andsimilar items may be condensed. DC to create +10Size/Weight ½.DC+10+10% GP
Improvised Lab:
Alchemists who have followed the path long enough tend to study and concoct enough that they knowenough about their tools that they can improvise enough to not actually need them all. Negates penalties for not having the proper tools onhand.
Masterwork Alchemy:
Having mastered the craft so meticulously, an alchemist of 10
level may choose to take 20 on anycraft(alchemy) checks to create alchemical items he has the recipe for. Only applies to the creation of items not enhanced by Alchemicaladvancements. Otherwise, checks for Craft(alchemy) have a +4 Mastery bonus. This mastery bonus increases to +8 if in a proper laboratory.

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