The Alchemist - It's crunch time and I need help

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nightstorm
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The Alchemist - It's crunch time and I need help

Post by nightstorm »

So a new player to our game wants to play an alchemist like in Pathfinder. So what would this class be like in C&C after stripping all the pathfinder crap off of it?

CKDad
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Re: The Alchemist - It's crunch time and I need help

Post by CKDad »

Since there's likely a number of us who have no idea what the alchemist class in Pathfinder is like, can you provide a quick summary?
"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."

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TheMetal1
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Re: The Alchemist - It's crunch time and I need help

Post by TheMetal1 »

Try this, it was a quick mash up of the Pathfinder Alchemist Class from here http://www.d20pfsrd.com/classes/base-classes/alchemist and stuff from the C&C Players Handbook. You'll need to fill in a few things, but let me know what you think.

Level HD BtH EPP
1 d8 +0 0
2 d8 +1 2,251
3 d8 +1 4,501
4 d8 +2 9,001
5 d8 +2 18,001
6 d8 +3 36,001
7 d8 +3 72,001
8 d8 +4 150,001
9 d8 +4 300,001
10 d8 +5 600,001
11 +4 HP +15 725,001
12 +4 HP +6 900,001
13 +175,000 per Level

PRIME ATTRIBUTE: Intelligence
HIT DICE: d8
ALIGNMENT: Any
WEAPONS: Bows, club, dagger, dart, hand axe, hammers, scimitar,
scythe, sling, sickle, spears, sword, staff
ARMOR: Breastplates, chainmail hauberk & shirt, cuir bouille, greek ensemble, leather,
chain coif, leather coat, padded, ring mail, scale mail, studded leather
SPECIAL:
BONUS SPELLS: With a high intelligence score, a Alchemist gains bonus spells (in the form of an Extract). If the character has an intelligence of between 13-15, they receive an extra 1st level spell Extract. If the intelligence score is 16 or 17, the Alchemist receives an extra 2nd level spell Extract, and if 18 or 19, the Alchemist receives an extra 3rd level spell Extract. Bonus spells can only be acquired if the Alchemist is at a high enough level to cast them. Bonus spells are cumulative.

Starting Gold: 3d6 X 10 gp

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

POISONS (Intelligence)(1st Level): As an Assassin

ID POTION (Wisdom)(1st Level): Kind of like Identify Spell but just for potions

Poision Resistance (1st Level)

Bomb (1st Level)In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Dexterity for half damage. The CL of this save is equal to the alchemist’s level + the alchemist’s Intelligence modifier.


Mutageon (2nd Level): When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Infusion (3rd Level): Ability to create potions for others that will last without ill-effect

Poison Immunity(6th Level)

Persistent Mutagen (Su) at 9th level, the effects of a mutagen last for 1 hour per level.

Extracts Per Day/Per Level
1
2
3
3 1
4 2
4 3 1
4 4 2
5 4 3
5 4 3 1
5 4 4 2
5 5 4 3

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TheMetal1
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Re: The Alchemist - It's crunch time and I need help

Post by TheMetal1 »

CKDad wrote:Since there's likely a number of us who have no idea what the alchemist class in Pathfinder is like, can you provide a quick summary?
Here is the blurb describing the Pathfinder Alchemist Class from here:

http://www.d20pfsrd.com/classes/base-classes/alchemist
d20Pathfindersrd wrote:Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.

Role: The alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.

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nightstorm
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Re: The Alchemist - It's crunch time and I need help

Post by nightstorm »

Wow thanks so much. I still see a lot of Pathfinder stuff in it (Fort save etc) but that's good. I wonder shouldn't they be 4 hit die instead of 8 or at least no more than 6? I think it's a little too much still but it gives me something to work on. Thanks again. Anyone want to pitch in their thoughts please?

serleran
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Re: The Alchemist - It's crunch time and I need help

Post by serleran »

Here is my rendition, though not based on Pathfinder. I am not including the second mentioned system as that is in reserve for a project of mine and some secrets are best left for keeping.

Alchemist

The alchemist is one who believes that everything in the universe exists due to a recognizable and controllable pattern of elemental composition. Faith and pathways of spiritual enlightenment can be a fun or useful diversion, but reveals nothing except blind obligation to the yet-unknown; the alchemist wants the truth behind the truth – that which remains hidden, and they often do anything necessary to get to it, even things which might seem dubious or devious to more cultured and educated folk. In a sense, the alchemist is the grandiose intellect – a person who sees reality as a stream of formulae and scientific fact, where magic, divinity, and trickery are agents to be avoided, or used only as a means for continued research (and, because of this, some alchemists are quite adept in other areas, belying their true nature.) Sometimes, the work performed is considered illegal or immoral… things like unearthing a corpse to dissect its constituents or sampling the bits of some slain monster. To an alchemist, the end result (knowledge or mastery) outweighs the trivial concerns of temporal powers.

Due to the intensity and dedication required of an alchemist, they are ordinarily quite learned, having a girth of interests, ranging far across numerous spectra of lore including those of eldritch origin, and they are continually seeking new material, some undiscovered morsel to claim as their own. Many times, alchemists are, despite being considered mildly villainous (or outright loathsome), shielded or under the auspice of a king or nation which does tend to restrict their adventuring potential… however, not all are, and even those who do sell their wares have apprentices (who are then normally assigned to “collection” duties.) Of particular interest are books on virtually any subject (including magical writings,) magic potions, tales of monsters and other legends and much else. Others are more openly tolerated, it not considered integral members of society, because they serve as doctors or aid in the construction of defensive structures – the role an alchemist plays is not always cut-and-dry.

Many assume alchemists are skilled spellcasters, but the truth is that most are not; they do tend toward an experience and theoretical understanding of the subject, but few are actually accomplished. They can, however, replicate some of the same abilities, albeit through different, lengthy, processes. Therefore, as a general rule, alchemists are usually lonely or forced to gather into small collectives, often secretive in nature, where they can interact and share. It should also be noted that, partially based on the assumptions placed upon them, many alchemists do nothing to dissuade common belief, even actively supporting it with wild claims, dress, and personality.

For the Castles and Crusades Role Play Game, there are two distinct approaches to the alchemist as a class – the standard archetype method, complete with individual class requirements and progression subsystems, and one allowing a member of another class to dabble into the science of the craft. The first solution is, naturally, somewhat more powerful as it represents complete adherence to the concept; the other allows for greater diversity but at a cost.

Presented first is the traditional approach:

PRIME ATTRIBUTE: Intelligence
HIT DIE: d6
ALIGNMENT: Any
WEAPONS: Club, dagger, dart, sling, sickle, staff
ARMOR: Padded, leather armor, leather coat, and buckler
ABILITIES: Sage lore, research, alchemical production, decipher script

Sage Lore (Intelligence): The mind of an alchemist is filled with facts ranging across a multitude of subjects and fields of interest, such as botany, anatomy, mythology and the like. With a successful attribute check, the alchemist recalls a particular piece of information relevant to the discourse which may necessitate further research. The specific detail is generally minor in nature, such as knowing a plant grows only during a certain season or condition, but could be a vital clue otherwise; it is, essentially, very similar to the legend lore ability of the bard class, save that it covers a much wider net. Unlike a bard, however, with a -20 penalty, an alchemist can potentially identify a single effect of a magic item; further checks reveal no additional knowledge.

Research (Intelligence): This ability does not, ordinarily, require a check but does require access to a store of knowledge, such as a library, the archives of an alchemist guild, or similar that contains the answer being sought, and is completely at the discretion of the Castle Keeper for effectiveness. When used, it allows the alchemist to uncover a more detailed explanation than available through sage lore such as full disclosure of the properties of a magical item or knowledge of weaknesses possessed by a certain monster. If used for the latter, the alchemist must also obtain samples of the creature in a variety of different ways (blood, fur, spoor, etc) and requires a full alchemy lab before deduction can begin; a successful check, and a minimum of 3 weeks time (6-8 hours per day devoted solely to this, precluding most common adventuring tasks) is also required. Lastly, an alchemist can, with access to the proper documents and materials, produce a recipe for a new alchemical formula – this, like the former use, requires an alchemy lab, an extended period of time (usually 2 – 4 months or more), and a great amount of wealth spent (it is, in fact, nearly the same as spell research); to determine success, the following three criteria are used to determine a SIEGE check modifier:

1) Sources – the better (determined by the Castle Keeper) the information used by the alchemist, the more likely the end result will be positive; if an alchemist simply relies on his own knowledge and ability (possible starting at 7th level), apply a -10 penalty. Otherwise, improve chance of success by +1 - +10 based on how accurate or “perfect” the knowledge is; this is one reason alchemists are always looking to obtain books they did not have before, as a library of information is unquestionably beneficial.

2) Effect – difficult to judge, but very important, the desired effect needs consideration. An alchemist who wishes to bend the laws of reality must do so in a legitimate way, and it must be approved by the Castle Keeper – treat this as spell research for purposes of allowing a given effect and remember that some just may not be possible at all (i.e., a Castle Keeper might disallow invention of gunpowder, regardless of all other modifiers to the contrary.) This is not truly a modifier, per se, but a guideline to determine the difficulty of the attribute check – if an equivalent spell or effect can be determined, use it, +5 (for example, an alchemist who wishes to generate a new method of replicating dragonbreath, a burning explosion the Castle Keeper decides is like fireball, the difficulty will be 3, for the spell level, +5, with a total result of 8.)

3) Time – based on the previous criteria, the Castle Keeper should determine an amount of time, expressed in months, needed to perform the required research; the player may opt for a shorter, or longer, period. Regardless, the amount specified by the player must be spent or all costs and efforts are forfeit. If the player decides for a reduced research period, increase the difficulty by 2 for each month not spent obtaining proper materials; if a longer research period is used, decrease difficulty by 1 for each additional month so spent: this can reduce the difficulty up to -6 at most; time beyond this actually has a negative impact and reverses the reduction to an increment. Each month spent in research costs 50 – 1000 gold pieces, success or failure.

Alchemical Production: Once an alchemist has researched an effect, with the proper time and equipment, it can be produced and reproduced. Doing so has the same essential requirements: a library, a lab, time, money, and equipment. The effect being produced, if a spell or equivalent can be manufactured in a number of days equal to its spell level – caster level is always 1; the alchemist may improve this, up to equal level, but must add two days for each level of improvement. For example, an alchemist making the same dragonbreath would need 3 days to manufacture a potion that produces a fireball as cast by a 1st level spellcaster; if the alchemist were 7th level, and wanted the same effect at that level, than an additional 14 days (7 * 2) would be needed, meaning the potion would require a total of 17 days to make.

Decipher Script (Intelligence): This ability is the same as for rogue class, except that an alchemist cannot use this ability to cast a spell; it simply allows the scroll to be read. However, it also allows divine works, such as holy writs to be deciphered.

Code: Select all

Level	HD	BtH	EPP
1	d6	+0	0
2	2d6	+1	1,501
3	3d6	+1	3,001
4	4d6	+1	6,001
5	5d6	+2	12,001
6	6d6	+2	24,001
7	7d6	+2	50,001
8	8d6	+3	100,001
9	9d6	+3	200,001
10	+1 HP	+3	450,001
11	+2 HP	+4	600,001
12	+3 HP	+4	750,001
13 + 150,000 per level

serleran
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Re: The Alchemist - It's crunch time and I need help

Post by serleran »

And here is a slightly different (but mostly the same) approach...

Basic Alchemy

This ability allows one to replicate certain magical effects through nonmagical means, generally by creating complex procedures that require obscure components and time. Most large settlements have shops to purchase the various unguents and reagents needed, but it is always the Castle Keeper's discretion whether something can be found or to impose further restrictions. In all cases, before the ability can be used, the practitioner must create, access, or otherwise gain knowledge of a "recipe" which, for all practical purposes, is treated similarly to a wizard spell and is often recorded in a specialized, highly symbolic (ideographic), language. Most alchemists retain their own library, but a guild, if such exists, may proffer a laboratory, warehouse, and library to its members.

In general, the effects available at this level of knowledge are limited to 3rd level spell mimicry. The cost for raw substance should follow this simple guideline: spell level * effect level * 150 GP. A 0-level spell should be considered a spell level of ½. The maximum effect level is the same as the "recipe" but can be lowered to conserve total cost.

Some effects which may not necessarily reflect a spell effect include items like itching powder, hallucinogenic dust, laxatives, and poison. For these, the Castle Keeper must decide the strength and “effect level.”

A single recipe, like a spell, occupies 1 page per equivalent spell level; however, unlike standard spellbooks, the tomes used by alchemists vary considerably, and can range from small travel chapbooks (of roughly 20 pages) to huge reference works (of several thousand pages.) Whenever an alchemist desires to improve an existing recipe, the entirety must be rewritten as more components are needed – the default rule is that 1 ingredient is needed per effect level, which is why alchemists are often engaged in searches for lost works. As the writing, in itself, is not magical, recording the recipe requires nothing more than standard ink but many alchemists develop ways to conceal or trap their material, the most common being the use of invisible ink. Only a trained alchemist can understand the writing of another, so abilities such as decipher script are ineffectual, though those of a purely magical nature (such as comprehend languages) work as normal; this is one reason that many laymen assume all alchemists are wizards and all wizards dabble in alchemy though neither is absolutely true.

A beginning alchemist should be considered to have one recipe, of 1st level effect, for every 3rd point of Intelligence; this means a character with an 18 will have a total of 6 known recipes whereas one of 9 Intelligence will have 3. The purchase of additional recipes is possible, if allowed, for 100 GP and will add 1 to the character’s repertoire. At each level of advancement, the alchemist adds another recipe or they may choose to enhance an existing one, adding 1d3 levels of effect – the Castle Keeper must be careful in deciding to allow this and, when allowed, should apply to an effect the character has continually role-played as having experimented with.

Advanced Alchemy

Building upon the skills gained from Basic Alchemy, a character with this knowledge is capable of producing much more powerful effects with the full range of magic available. This also allows creation of pseudomagical items such as potions (without direct spell equivalents), enhanced weapons or armor, and the construction of golems. There are numerous effects which may be achieved which may not correlate to an existing spell, such as transforming lead to gold or the creation of an immortality drink (often required for the attainment of lichdom).

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Relaxo
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Re: The Alchemist - It's crunch time and I need help

Post by Relaxo »

dumb question: the Mutagen skill is basically a Jeckyl and Hyde potion?
sort of neato, sort of muchkiny also...

Maybe... d6 HD, but when transformed via mutagen, add an extra HD of temp HP?

What do these potions cost? what if the alchemist has no laboratory in which to work? is there a philosopher's stone magic item that helps them do their thing? (say yes)

This sounds pretty cool!

Oh and thanks for the PF SRD link!
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nightstorm
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Re: The Alchemist - It's crunch time and I need help

Post by nightstorm »

It goes slow with me, but here's what I have

THE ALCHEMIST
The Alchemist is not a spellcaster as is the Wizard, nor is his powers ingrained as a Sorcerer. The Alchemist is one who through the development of their own personal Philosopher Stone, is able to create magic effects.
By use of his personal Philosopher Stone the Alchemist is able to wield magic. Since his path to creating The Stone is an arduous one , he learns along the way many other skills that can come in handy.


Prime Attribute : Intelligence
Alignment: Any
Hit Dice : 4
Weapons : Bows, club, dagger, dart, scythe, sling, sickle, spears, staff
Armor: Breastplates, Chainmail hauberk & shirt, cuir bouille, Greek ensemble chain coif, leather coat, padded, ring mail, scale mail, studded leather & Leather
Abilities Philosopher Stone, Alchemy

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TheMetal1
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Re: The Alchemist - It's crunch time and I need help

Post by TheMetal1 »

Relaxo wrote:dumb question: the Mutagen skill is basically a Jeckyl and Hyde potion?
sort of neato, sort of muchkiny also...

Maybe... d6 HD, but when transformed via mutagen, add an extra HD of temp HP?

What do these potions cost? what if the alchemist has no laboratory in which to work? is there a philosopher's stone magic item that helps them do their thing? (say yes)

This sounds pretty cool!

Oh and thanks for the PF SRD link!
Your welcome for the link, it's a great resource if you're playing PFRPG by virtual table top as well for both GMs & players. Yeah the Mutageon to me sounded exactly like that. I kept thinking about the Porky Pig cartoon with Mr. Hyde

ImageImagehttp://likelylooneymostlymerrie.blogspo ... -1937.html

the d8 I put in was what PF had as the Alchemist hit die, which is resonable - I could see d6 with some extra hit points, instead of a boost to CON/DEX/STR (with a correspoding drop in CHA/WIS/DEX) but what would be the penalty other than weirdness or perhaps an alignment change.

As far as the alchemy part and making potions, the CK could go off the "official" potion making rules in the M&T, but that (along with Magic Item Creation) is simply frustrating. I'm digging the philospher's stone idea. Itself being a magic item, gifted/earned, discovered,etc) during training. And Leveling up Training is pretty clear cut - to discover new potions (i.e. new spells). Though not managing this PC right could lead to a MMO type "hey let me go makes some 'pops' so we're all buffed' as we start this adventure" type thing. Equipment wastage, weird components & resources for the alchemy, are one way, but how else would you work with this character.

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Relaxo
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Re: The Alchemist - It's crunch time and I need help

Post by Relaxo »

Of course, they'll need to be able to brew up some Aqua Vitae, Uisce Beatha, or Aqua Fortis....
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nightstorm
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Re: The Alchemist - It's crunch time and I need help

Post by nightstorm »

THE ALCHEMIST
The Alchemist is not a spellcaster as is the Wizard, nor is his powers ingrained as a Sorcerer. The Alchemist is one who through the development of their own personal Philosopher Stone, is able to create magic effects.
By use of his personal Philosopher Stone the Alchemist is able to wield magic. Since his path to creating The Stone is an arduous one , he learns along the way many other skills that can come in handy.


Prime Attribute : Intelligence
Alignment: Any
Hit Dice : 4
Weapons : Bows, club, dagger, dart, scythe, sling, sickle, spears, staff
Armor: Breastplates, Chainmail hauberk & shirt, cuir bouille, Greek
Ensemble, Chain Coif, Leather coat, Padded, Ring Mail,
Scale mail, Studded Leather & Leather Armor.
Abilities Philosopher Stone, Alchemy

Philosopher Stone
The Alchemist begins the game with his own personal Philosopher Stone that he has created by a process of long study and self discovery. In order to imbue his Alchemy the Alchemist must be in possession of his stone. Each Philosopher Stone is unique to the Alchemist that created it. The form and look of the stone reflects it maker. No matter the form and look, The Stone goes through a list of
Colors as the Alchemist advances in levels. The Philosopher Stone is unique to each Alchemist and will only work for him.
If the Stone is lost or destroyed, then the Alchemist must create a new one that takes one day per level of the Alchemist. The cost is 100 gp per Alchemist level.

First thru Third : Orange
Fourth thru Sixth: Purple
Seventh thru Ninth: White
Tenth thru Fourteenth : Transparent

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nightstorm
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Re: The Alchemist - It's crunch time and I need help

Post by nightstorm »

I have questions about damage types. I don't see anywhere in the players book about damage type ie,
Fire, Acid, Magic and whatever else. Is it in there? And if not, does that mean that everything is thought
to be able to take damage from all those things equally?


Here is what I have so far


THE ALCHEMIST
The Alchemist is not a spellcaster as is the Wizard, nor is his powers ingrained as a Sorcerer. The Alchemist is one who through the development of their own personal Philosopher Stone, is able to create magical effects.
By use of his personal Philosopher Stone the Alchemist is able to wield magic. Since his path to creating The Stone is an arduous one , he learns along the way many other skills that can come in handy.


Prime Attribute : Intelligence
Alignment: Any
Hit Dice : 4
Weapons : Bows, club, dagger, dart, scythe, sling, sickle, spears, staff
Armor: Breastplates, Chainmail hauberk & shirt, cuir bouille, Greek
Ensemble, Chain Coif, Leather coat, Padded, Ring Mail,
Scale mail, Studded Leather & Leather Armor.
Abilities Philosopher Stone, Alchemy , Use Magic Device

Philosopher Stone
The Alchemist begins the game with his own personal Philosopher Stone that he has created by a process of long study and self discovery. In order to imbue his Alchemy the Alchemist must be in possession of his stone. Each Philosopher Stone is unique to the Alchemist that created it. The form and look of the stone reflects it maker. No matter the form and look, The Stone goes through a list of
Colors as the Alchemist advances in levels. The Philosopher Stone is unique to each Alchemist and will only work for him.
If the Stone is lost or destroyed, then the Alchemist must create a new one that takes one day per level of the Alchemist. The cost is 100 gp per Alchemist level.

First thru Third : Orange
Fourth thru Sixth: Purple
Seventh thru Ninth: White
Tenth thru Fourteenth : Transparent

Alchemy
This ability has a wide range of things covered. They include:



Continue next page

Identify And Work Natural Material : The Alchemist is able to identify any common mineral or plant.
On plants with an extraordinary nature he must roll and Intelligence roll, including his Alchemist level in the roll. He’s also able to create mundane items such as Greek Fire with a roll.

Poison
An Alchemist is able to create and work poison as an Assassin of the same level.

Longevity and Health
For every level the Alchemist gains, he gains 10 years to his life. So at 20th level he has gained 200 years! If the Alchemist stops advancing in his class (and takes another) he stops adding years (though he does not lose the ones he gained) even if he later starts advancing again in the class. Alchemy is a hard path that demands constant progress.
Also, for every five levels (starting at 1st) he gains a +1 to his Constitution rolls.
So it’s 1st +1, 5th +2, 10th +3, 15fh +4, 20th +5 etc. This advancement has the same rules as Longevity in that if he stops advancing so stops the increase.

Bombs
Bombs have a throwing range of 20’ and affect only one person plus anyone within a 15 ’ radius that does not make a Dexterity saving throw. A bomb can do any TYPE of damage the Alchemist wants (depending on level) , but that must be determined when they are made for the day.
The damage done with a bomb is 1d4 at first level + 1d4 for every other level. So at fourth level the bomb does 3d4 points of damage.

Orange Fire Damage
Purple
Red
White
Transparent Magical Damage

Formula
Mutagens


Use Magic Device
Though a Alchemist does not cast spells per say, the magic flowing through his
Philosopher Stone allows him a chance to use magic items that are reserved for
Spell Casters. The Roll is 1d20 +Alchemist level+ Charisma bonus (if any).

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TheMetal1
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Re: The Alchemist - It's crunch time and I need help

Post by TheMetal1 »

nightstorm wrote:I have questions about damage types. I don't see anywhere in the players book about damage type ie, Fire, Acid, Magic and whatever else. Is it in there?
I've never seen anything about specific damage type stuff like you would see in D&D 4e with Radiance, etc. Of note though, Specifically about Magic, on page 120-121 of the PHB (3rd Printing), it lists 4 types of damage - Weapon Damage, Magic Damage, Subdual Damage and Falling Damage and M&T, 2nd Printing talks about Poison Damage on pages 126 to 127.

Here is the blurb for reference on Magic for you:
Players Hand Book, 3rd Printing, page 120 wrote:Damage caused by spell effects are applied in the same manner as those by melee weapons or natural weapons. Special considerations are described in the appropriate spell. Of special note though, damage caused by illusions can be real. Though not real in a material sense, the viewer of the illusion believes the damage to be real and suffers psychic and mental shock as if it were real. The spell descriptions list the details of damage form illusions, but in general, it can be said that damage received from illusory attacks is, in reality, subdual damage and the characters follow all the rules for subdual damage with the following exception. Characters or monsters reduced to -10 hit points by illusory damage die from the psychic shock to the system, which is too great to withstand.
mightstorm wrote:And if not, does that mean that everything is thought to be able to take damage from all those things equally?
No. There are certain immunities and resistance that creatures, NPCs, and PCs have or can get. Take a look at this from M&T:
M&T, 2nd Printing, page 4 wrote:Immunity/Resistance describes any innate immunity that a monster possesses. The type of immunity is listed, followed by a bracketed damage descriptor that indicates the limits of the immunity. For instance, “Immune: Acid (half damage, quarter damage save)” means that the creature always takes half damage from any acid-based attack, but if it makes a successfulsaving throw, it suffers only one fourth of the normal damage.
On another note, how has your trial alchemist class worked out? Might be cool to see this or anyone elses version put into the Crusader or Doomsday Book.

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TheMetal1
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Re: The Alchemist - It's crunch time and I need help

Post by TheMetal1 »

To add more to the discussion, over at the Blood of Prokopius blog, FrDave did up an alchemist class for Holmes D&D, interesting take and worth your consideration

http://bloodofprokopius.blogspot.com/20 ... class.html

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nightstorm
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Re: The Alchemist - It's crunch time and I need help

Post by nightstorm »

Thanks so much! The player decided to play a fighter! All the work for nothing except that when I run there damn well will be one in the npc pool!

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