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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 and
these backgrounds tend to influence where an individual alchemist will specialize. Proficient with the use of different potions and
solutions 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, True
Alchemists 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 to
adventurers and townsfolk alike, however, there are handfuls of alchemists who turn to adventuring themselves, their reasons are usually
the 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 alone
studying, it is not uncommon for an adventuring alchemist to carry a bag of holding dedicated to texts, journals, and 'cookbooks.' It is not
uncommon for an alchemist to carry one of his texts, usually his own notes, in a heavy hardbound book, sometimes if needed resorting to
using it as a weapon.
Skills: Spot, Listen, Search, Diplomacy, Bluff, Sense Motive, Appraise, Heal, Craft, Knowledge(herbalism, nature), Profession, Use
Magic Device, Decipher Script.
Alignment: Any
Hit Dice: d8
Skill Points at 1st level: 6+int x 4
Skill Points at each level: 6+int

Level BAB Saves F/R/W Abilities


1 '+0 '2/2/0 True Alchemy
Greater Understanding +2
Alchemical Weaponry +1d6
2 '+1 '3/3/0 Greater Understanding +4
Evasion
3 '+2 '3/3/1 Alchemical Advancement
4 '+3 '4/4/1 Greater Understanding +6
5 '+3 '4/4/1 Alchemical Advancement
Alchemical Weaponry +2d6
6 '+4 '5/5/2 Greater Understanding +8
7 '+5 '5/5/2 Alchemical Advancement
Improvised Lab
8 '+6/+1 '6/6/2 Greater Understanding +10
9 '+6/+1 '6/6/3 Alchemical Advancement
Alchemical Weaponry +3d6
10 '+7/+2 '7/7/3 Greater Understanding +12
11 '+8/+3 '7/7/3 Alchemical Advancement
12 '+9/+4 '8/8/4
13 '+9/+4 '8/8/4 Alchemical Advancement
Alchemical Weaponry +4d6
14 '+10/+5 '9/9/4
15 '+11/+6/+1 '9/9/5 Alchemical Advancement
16 '+12/+7/+2 '10/10/5
17 '+12/+7/+2 '10/10/5 Alchemical Weaponry +5d6
18 '+13/+8/+3 '11/11/6
19 '+14/+9/+4 '12/12/6
20 '+15/+10/+5 '12/12/6 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 also
spend 1 month of time to memorize a recipe to not need the recipe book to create the item. An alchemist may memorize up to 1.5x
Alchemist 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 he
were 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, they
gain 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 bonus
to using them in combat. At 1st, 5th, 9th, 13th, and 17th levels they gain an additional +1d6 damage to attacks made with alchemical
weapons(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 makes
a 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 3rd, 5th, 7th, 9th, 11th, 13th, and 15th, Alchemists learn an Alchemical Advancement technique
to 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 an Halves the DC of speeding up craft checks for DC +5 instead of No change in price
alchemist's work. craft(alchemy). May be applied multiple times. +10
Empowered Alchemy: Increase the Creating an Empowered Alchemical Item will Numeric values +25% GP
potency. increase its effect by ½. DC to create +5 increase by ½.
DC+5
Enlarged Effect: Increase the range Enlarged Effect Alchemical items give off a more Splash area/ Radius +25% GP
of some alchemical items. wide spread effect. (such as light giving substances of effect increased
now give off more light. And combustibles having by 5ft.
larger radius.) DC to create +5 DC+5
Extended Life Alchemy: Increase Extended Life Alchemical items lasts twice as long Duration 2x +30% GP
the effective time of consumption. as normal. DC+5 DC+5
Maximized Effect: Alchemical Maximized Effect Alchemical items work at their Maximum Effect +75% GP
items of the most powerful variety. maximum potential. DC+15 DC+15
Altered Appearance: By changing Altered Appearance alchemical items appear to be DC+20 +100% GP
a few methods, and using a little something they are not. Such as an Alchemist's Fire
advanced knowledge an alchemist that appears to be an Antitoxin. The alchemist must
can make one item, though it know how to create the item that the item will appear
appears to be another. to be. DC +20
Condensed Brew: With some extra Condensed Alchemical items are smaller, but just as Size/Weight ½. +10% GP
work and a little time, Some things powerful. Imbibed items, Alchemist's Fires, and DC+10
can be condensed without losing its similar items may be condensed. DC to create +10
effectiveness.

Improvised Lab: Alchemists who have followed the path long enough tend to study and concoct enough that they know
enough about their tools that they can improvise enough to not actually need them all. Negates penalties for not having the proper tools on
hand.

Masterwork Alchemy: Having mastered the craft so meticulously, an alchemist of 10th level may choose to take 20 on any
craft(alchemy) checks to create alchemical items he has the recipe for. Only applies to the creation of items not enhanced by Alchemical
advancements. Otherwise, checks for Craft(alchemy) have a +4 Mastery bonus. This mastery bonus increases to +8 if in a proper
laboratory.
D&D Alchemist Class By RandomRedMage

Alchemist's Texts: Like the arcane spell casting class wizard. Alchemists dedicate much time to study, and as such keep
detailed notes and records of the many different recipes and instructions of preparation for the vast amount of alchemical items they may
know. Each recipe takes up 1 page per +5DC to craft rounded up. Alchemists much like wizards take notes and write things down
differently, a decipher script check (DC 25) is required to copy a recipe from someone else's texts. This DC is reduced however if you
have already deciphered a recipe from this same alchemist before (DC 15). Alternately recipes may be written on scrolls, usually this is
done in the sales of recipes these scrolls are written in more clear instructions and as such are easier to read and copy. (DC 10) This is not
always the case however. A synergy bonus of +2 to Decipher script checks for having +5 ranks in craft(alchemy). It takes 30 minutes to
decipher and copy 1 page.

An alchemist however can not decipher the texts of another alchemist if he can not read the language it is written in. With the
help of someone who can read the language however he may be able to decipher the notes and copy them. (DC 30) it takes 1 hour of time
to decipher and copy 1 page in this fashion.

A typical alchemists text book is hardbound containing 100 pages front to back. Is made from sturdy materials to resist wear and
tear. Usually not as ornate and fantastical as spell books, can cost from 10GP to 100GP depending on the materials used in its
composition.

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