I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Friday, March 19, 2004

D&D Dust-Bin: The Alchemist

Time for a new semi-regular maybe kinda if I feel like ever doing it again feature.

Back before Dungeons & Dragons was 'advanced', 'basic', or even 'd20', there was little magazine called Dragon. Back in its early issues, Dragon experimented with all sorts of little classes and rules, all of which you could say came up during the infancy of D&D and roleplaying in general. The goal here is to take these ideas and see how well they translate to our new-fangled, well-venerated D&D 3.5.

In Dragon Magazine #2, we get to see the Alchemist class. Credit goes to Jon Pickens, copyright goes to TSR - or is that Wizards of the Coast or Paizo Publishing now? I'm not entirely sure.

Anyway, here's the conversion. Much creative license is taken; I tried to stay true to the original concept while at the same time improving it to the point where it's a viable 3.5 class.

Alchemist

There is a magic in all things, and the alchemist knows this. Anything can be reduced to its essential elements, and those who know how to use those elements properly hold power. The alchemist is a master craftsman, mixing and boiling up chemicals in order to create potions, tinctures, and balms of mystical power. Though many alchemists are trapped in a lab, many also venture out on adventures, whether it is simply to seek a rare ingredient, or to put their theories into action on the field. Many good alchemists act as healers, using their concoctions to relieve suffering and illness, while evil alchemists often turn their skills to darker ends - poisons, drugs, etc.

Adventures: Most alchemists go on adventures to see their creations put to use first-hand, and to make money to fuel their research. Furthermore, many of the ingredients they require can only be found in exotic, dangerous locales, and so it's not unheard of for them to join or hire an adventuring party to assist them. A single alchemist is a boon to any group, able to heal wounds, cure ailments, and boost abilities. It's said the greatest alchemists can make any person into a hero with but a sip of a potion.

Characteristics: An alchemist has magic not unlike that of a wizard, but expresses it purely through potions rather than spells. The alchemist is a master of potions, able to develop them at a much lower level than most spellcasters, and can also utilize a number of healing effects usually reserved for divine spellcasters.

Also, an alchemist is well-rounded, much like bards are. He is often capable of wielding a blade with surprising competence, and often has been educated at an academy or school. Unlike the bard or rogue, his knowledge comes from books and scholars, and thus more often reflects "high" learning rather than pure street smarts.

Alignment: The scientific detachment of the alchemist gives them a tendency towards neutrality; most alchemists are at least partially neutral in outlook. However, such tendency is not a restriction, and alchemists may be of any alignment.

Religion: Many alchemists devote themselves to deities of knowledge or arcane power, but many find working with the same base elements the gods formed the world from shakes their faith. Others find their faith strengthened by the power they find in all things. They tend to have a strong faith... or none at all, depending on their outlook.

Background: Most alchemists come from large cities, where the institutions of high learning required for their knowledge can be found. Many are of the noble or merchant class, as only wealthy families can afford such schooling. Rarely, though, a promising prodigy can find his way into a school under the wing of a master, or study with an independent alchemist as an apprentice. Many alchemists are part of a guild, whether that be a specific organization for alchemists or an arcane group of one sort of another. They tend to share a common academic bond with other alchemists, and often share their discoveries and knowledge.

Races: Most alchemists are humans, elves, gnomes, or half-elves. Gnomes possess a natural capacity for alchemy, and many say they were the first to devise it. The natural curiosity of humans guides them towards this career, and the arcane leanings of elves sometimes makes them take up this path. More rarely, dwarves take up this path, using the essential elements of the earth. Halflings are typically too flighty to dedicate themselves to the art of alchemy, and orcs and half-orcs simply lack the brains required in most cases.

Other Classes: An alchemist often finds common ground with wizards and bards, sharing their wellspring of knowledge. Also, he alchemist can often find much to appreciate in the martial skill of a fighter or the divine magic of a cleric. Druids and rangers may be somewhat alien to the alchemist, but their ability to find natural resources is hard for him to discount. However, the alchemist is often more distant from the larcenous ways of a rogue, the rage of the barbarian, and the natural power of a sorcerer. Rarely does he find such occupations offensive in and of themselves, but may find them puzzling or somewhat troubling.

Role: Like the bard, an alchemist serves best as a support character, supplementing the abilities of others. While well-rounded, he isn't isn't an expert at skills, warfare, or spells like other classes may be. His main skills lie in the ability to brew potions, and in that he has no peer - not even the wizard can top his tightly focused ability. However, with the right sip, he can be an expert, or make somebody an expert at many things. Also, his alchemy can be used to create alchemical weapons as well as merely support others, and he can serve as both arsenal and medic to a group.

Game Rule Information:

Alchemists have the following game statistics.

Abilities: Intelligence determines how powerful an alchemist's creations are, and the strongest potions he can devise, as well as his skill checks with Craft (alchemy). Wisdom is also important to many of the alchemist's class skills.

Alignment: Any

Hit Die: d6

Base Attack Bonus: As Cleric.

Good Saving Throws: Reflex, Will.

Class Skills

The alchemist's class skills (and the key ability for each skill) are:

Appraise (Int), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (any, taken seperately) (Int), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

All of the following are class features of the alchemist.

Weapon and Armor Proficiency: An alchemist is proficient with all simple weapons, and with light armor and shields (except tower shields).

Alchemical Spellcasting: Though the alchemist never gains the ability to cast spells directly, he has the ability to craft items based on them. He may emulate any bard or sorcerer / wizard spell for the purposes of creating a magic item, as long as he has it contained in his spellbook. He may not emulate any spell of a level higher than his (class level x 2) - 1 or his Int - 10, and must expend any material and XP components as usual. He may do this any many times per day as he wishes, but is still limited by the time required. Unlike the normal Brew Potion feat, the alchemist may Brew Potions of any spell level he has access to via this class.

Sorcerous Appraisal: The alchemist may use the Appraisal skill to identify magical items, rolling against a DC of 15 + the caster level of the item. Failure means the information gained may be misleading or faulty.

Brew Potion: At 1st level, the alchemist is treated as if he has the Brew Potion feat, even if he does not have the prerequisites for that feat.

Poison Use: At 2nd level, the alchemist is trained in handling dangerous materials, and is never accidentally poisoned when handling poison.

Quickened Brew Potion: At 3rd level, the alchemist may brew two potions a day (a eight-hour period) as long as the combined cost of the potions does not exceed his level x 100 gp. This increases to three potions a day at 8th level, four potions a day at 13th level, and five potions a day at 18th level.

Educated Presence: Beginning at 4th level, an alchemist gains a +1 on all Knowledge checks. This increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level.

Bonus Feats: At 5th, 10th, 15th, and 20th level, the alchemist may select any item creation feat as a bonus feat.

Master Crafter: At 7th level, the alchemist reduces the base price of any magical or alchemical item he is crafting by 25%.

Potion Duplication: At 8th level, the alchemist can may ignore the need for a spellbook when creating a potion if he already has the potion available to him.

Spellbook: An alchemist has a spellbook identical to that of a starting wizard, except the alchemist gets any 8 0-level bard or sorcerer / wizard spells, and 3 1st-level bard or sorcerer / wizard spells. In addition, the alchemist gets an additional number of 1st-level spells equal to his Int modifier (if positive).

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