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Alchemists have the following game statistics. many skill points they receive per level.

Many of an alchemists class skill are based on Intelligence. Constitution increases an alchemists hit points and is this important. Constitution is also important for the Concentration skill, which allows an alchemist to perform their art regardless of distractions. Dexterity is also important for an alchemist as it makes them harder to hit. Alignment: An state alchemist must be Lawful, but may be Good, Neutral, or Evil. Hit Dice: d8

Class Skills The alchemists class skills (and the key ability for each skill) are Alchemy (Int), Alchemycraft (Int), Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (alchemy) (Int), and Profession (Wis).

Skill Points at Each Additional Level: 2 + Int modifier.

Class Features All of the following are class features of the alchemist. Armor and Weapon Proficiency: Alchemists are proficient with all simple weapons. They are proficient in the use of light armor, but not with any shields. Armor heavier then light can interfere with the transmutations that they perform, which can cause the transmutation to fail. Light armors do not suffer this restriction, but otherwise use the Arcane Spell Failure percentage for medium and heavy armor. Alchemy: In addition to being the undisputed masters of the art of creating alchemical substances an alchemist can also perform amazing transmutations. These alchemical transmutations allow an alchemist to change one non-living object (or set of connected objects, or a partial object) into another. Objects can only be transmuted if they are of similar weight and the same general class of object. A class of objects is what element it represents (earth, air, fire, water). Thus, sand could be turned to steel, and water turned to wine; water could not be turned into stone, and air could not be made solid. Weights must be similar; you cannot change 1 pound of stone into 10 pounds of sand, or 3 pounds of steel (though you could partially transmute the stone, leaving .7 pounds of stone). An alchemists level limits the amount of material that an alchemist can transmute.

Alchemical transmutations can craft finished items, but the alchemist must possess the appropriate craft skill and succeed the skill check against an appropriate DC as outlined in the craft skill description. There is one more limitation on an alchemist: in order for an alchemical transmutation to work it must be contained within an Alchemical Circle. It takes an alchemist 1d6 rounds to draw a circle (chalk, charcoal, ink, or tracing a pattern in sand all work). There is a feat, Eschew Circle, which does away with this requirement (required level of 3). An alchemist must either touch the item that is being transmuted, or touch the circle containing the item. If an alchemist attempts to transmute a held/worn item the alchemist must first make a touch attack against the item the owner is allowed a will save to prevent the change. A transmutation that would effect a creature generally allows a reflex save to get out of the way. The DC for these saves is 10 + alchemists Int + Alchemy level Level BAB Fort Ref Will Special 1 +0 +2 +0 +2 Alchemy I (1lb.), Alchemy Feat 2 +1 +3 +0 +3 3 +2 +3 +1 +3 Alchemy II (5lb.) 4 +3 +4 +1 +4 5 +3 +4 +1 +4 Alchemy III (10lb), Alchemy Feat 6 +4 +5 +2 +5 7 +5 +5 +2 +5 Alchemy IV (50lb.) 8 +6/+1 +6 +2 +6 9 +6/+1 +6 +3 +6 Alchemy V (100lb./10cu.ft. per level) 10 +7/+2 +7 +3 +7 Alchemy Feat 11 +8/+3 +7 +3 +7 Alchemy VI (500lb./10cu.ft. per level) 12 +9/+4 +8 +4 +8 13 +9/+4 +8 +4 +8 Alchemy VII (1000lb./10cu.ft. per level) 14 +10/+5 +9 +4 +9 15 +11/+6/+1 +9 +5 +9 Alchemy VIII (1000lb./20cu.ft. per level), Alchemy Feat 16 +12/+7/+2 +10 +5 +10 17 +12/+7/+2 +10 +5 +10 Alchemy IX (1500lb./20cu.ft. per level)

18 +13/+8/+3 +11 +6 +11 19 +14/+9/+4 +11 +6 +11 Alchemy X (2000lb./30cu.ft. per level) 20 +15/+10/+5 +12 +6 +12 Alchemy Feat

Creating a Substance (raw material): Substance, DC Valuable Metals/Gems, 20 (Gold, silver, ruby, etc) Darkwood, 20 Mithral, 25 Adamantine, 30 Glassteel, 30 Ironwood, 30

Making a regular item: An alchemist can make any item that can be made with a craft skill (or the standard alchemy skill). The alchemist must have the appropriate craft skill, and sufficient raw materials of the proper element at hand. If both of those prerequisites are met then the alchemist rolls a craft check against the DC for the item as outlined in the players handbook under the craft skill.

If the roll succeeds: The item was crafted, and has statistics as if it were a normal item. If the roll fails by 5 or less: The item was crafted, but is crude. In the case of a weapon the item does 1 damage, in the case of armor the AC is 1 less. Other items give 1 to any check made involving them (rope use with a flawed rope, etc). If the roll fails by more than 5: The transmutation was unsuccessful, the result is a lump of vaguely appropriate material in the vaguely appropriate shape. Other options are that the item looks fine, but is too brittle to be useful. DMs are free to use their imagination in description.

Creating a masterwork item: For an alchemist to create a masterwork item with an alchemical transmutation they must make the item as per Making a regular item and succeed the roll, then at the same time they must roll a second craft roll (DC 20) to make it masterwork. Turning an existing item into a masterwork item: To do this, the alchemist must make an alchemy check DC 20 to determine if they can alter the item with enough control, then succeed a craft check DC 20 to complete the task.

START EDIT: Just to make the system more clear i'll outline a specific example. Carlos the 12th level Alchemist decides that what he really needs right now is a masterwork adamantine longsword. Carlos has an Int of 20, alchemy skill of 15 (total with int mod: +20 to alchemy checks), and weaponcrafting of 15 (+20 mod).

Carlos wants to do this all in one round, so he rolls an alchemy check to see if he can create the adamantine (DC 30). Next he rolls a weaponcrafting check (DC 15, martial weapon). Finally, he rolls a weaponcrafting check (DC 20) to see if the final product is masterwork. If he makes all the checks 6 seconds later he has the sword he wanted, if he fails some of the checks different stuff happens.

Then I have a series of feats that mimic brew potion, scribe scroll (magical bullets, offensive spells only, up to 3rd level), craft magic arms & armor, a "create auto mail" feat (automail adds to str, dex, ac. weighs a lot, has a fairly low armor check penalty, AC bonus doesn't stack with regular armor)

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