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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Description and Role= The Alchemist is a man or woman of research, experimentation and many loud explosions. While they are not spellcasters themselves, they have learned to mimic the effects of spells through potions and other alchemical products. An Alchemist is a source of healing ointments, potions that promise victory, deadly poisons and many explosions. Pyromania and mad creativity are not necessary for a good Alchemist, but these traits are disturbingly common among them. An Alchemist could start a carrier as an Adventurer because of a search for new recipes or exotic ingredients or just because she wants to prove that ingenuity can compete with magic – if it is supported with enough fire and acid. The alchemist - which is in large parts inspired on a homebrewed class of this very forum, which was based on the artificer - is not a particularly powerful character. Actually, I think he is among the weakest characters in Serpents&Sewers, perhaps even the weakest one. But is it fun to play one! Buidling stuff, blewing stuff up (often the very same stuff), feed the rest of the party with helpful toys and solve every problem with fire. Playing an alchemist is all about toys, gadgets and pyromania, but they are neither frontline fighters nor the unravellers of magical powers. The alchemist is a good fifth character who can be very helpful for a group, and can even work as a replacement for spellcasters, emulating their spells through elixirs, balms and explosives. '''Hit Points at 1st level''': 9 + Con modifier '''Hit points at each additional level''': 2 + Con modifier '''Class Skills''' The Alchemist’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Heal (Wis+Cha), Intrigue (2xCha), Knowledge (history) (2xInt), Knowledge (arcana) (2xInt), Profession (Wis+?), Sense Motive (Wis+Cha), Spellcraft (Int+Wis), Survival (Con+Wis) and Use magical Device (2xCha). '''Skill Points at 1st Level''': (8 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 8 + Int modifier. =Table: The Alchemist= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !CR !Special |- |1st | +0 | +0 | +1 | +0 | +2 | 50 | Brew Potion, Spell Knowledge (1), Resistance +1 |- |2nd | +1 | +1 | +1 | +0 | +3 | 100 | Grenadier, Poison Use |- |3rd | +2 | +1 | +2 | +1 | +3 | 150 | Advanced Craft, Speedbrewing |- |4th | +3 | +2 | +2 | +1 | +4 | 200 | Resistance +2, Spell knowledge (2) |- |5th | +3 | +2 | +3 | +1 | +4 | 250 | Combat Alchemist |- |6th | +4 | +3 | +3 | +2 | +5 | 300 | Battlefield Scrounger |- |7th | +5/+0 | +3 | +3 | +2 | +5 | 350 | Resistance +3, Spell knowledge (3) |- |8th | +6/+1 | +4 | +4 | +2 | +6 | 400 | Advanced Craft |- |9th | +6/+1 | +4 | +4 | +3 | +6 | 450 | Multibrew (2), Pyrotechnics |- |10th | +7/+2 | +5 | +5 | +3 | +7 | 500 | Resistance +4, Master of Demolitions |- |11th | +8/+3 | +5 | +5 | +3 | +7 | 550 | Economic Potions (1) |- |12th | +9/+4 | +6 | +6 | +4 | +8 | 600 | Multibrew (3), Extend Tools |- |13th | +9/+4 | +6 | +6 | +4 | +8 | 650 | Resistance +5, Advanced Craft |- |14th | +10/+5/+0 | +7 | +6 | +4 | +9 | 700 | Economic Potions (2) |- |15th | +11/+6/+1 | +7 | +7 | +5 | +9 | 750 | Multibrew (4) |- |16th | +12/+7/+2 | +8 | +7 | +5 | +10 | 800 | Resistance +6, Maximize Tools |- |17th | +12/+7/+2 | +8 | +8 | +5 | +10 | 850 | Economic Potions (3) |- |18th | +13/+8/+3 | +9 | +8 | +6 | +11 | 900 | Advanced Craft, Multibrew (5) |- |19th | +14/+9/+4 | +9 | +9 | +6 | +11 | 950 | Resistance +7 |- |20th | +15/+10/+5/+0 | +10 | +9 | +6 | +12 | 1000 | Grandmaster of Destruction, Empower Tools |- |} =Alchemist Class Features= * '''Weapon and Armor Proficiency''': The alchemist gains proficiency with simple weapons and light armor, but not with shields. * '''Magic Simulation''': While the Alchemist simulate the effects of spells with his potions and craft them as magical items, he does not count as a caster class. A character does not need the Gift trait to gain levels in the Alchemist class, nor can the Alchemist learn any feats that require spellcasting nor can he learn spells in an other form than magical recipes for spells. * '''Craft Reserve''': A master alchemist receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the alchemist gains a new level, he receives a new level, he re-ceives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An alchemist can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP. * '''Brew Potion''': At 1st level, an Alchemist gains Brew potion as a bonus feat. * '''Spell Knowledge''': Starting at 1st level, an Alchemist gains a limited knowledge of spells, which allows them to utilize the craft (alchemy) skill. At 1st level, the Alchemist gains knowledge of a number of 1st level spells equal to their intelligence modifier+5 and all Cantrips on the Sorcerer/Wizard spell list. At each new level, an Alchemist gains a pool equal to their Intelligence modifier of acquisition points for gaining new spells, whereby the cost of every spell is equal to its spell level. The Alchemist may not learn spells with a higher level than his spell knowledge trait indicates, but he can learn spells from every spell list. While the Alchemist is not able to actively cast these spells, he is fully able to incorpo-rate these spells into potions regardless of their spell level (although only spells usable as potions can be so incorporated). The Alchemist’s effective spellcaster level is equal to their class level. * '''Resistance''': Alchemists deal with many toxic, dangerous and highly instable substances. At first level, the Alchemist gains a +1 bonus to all Saving Throws against poisons and all spells or effects that would make him sickened or nauseated and gain a Resistance to Fire and Acid as high as the listed bonus. Both bonuses increase again on 4th level and every three levels afterwards. * '''Grenadier''': At 2nd level, an Alchemist gains Grenadier as a bonus feat. * '''Poison Use''': starting at 2nd level, an Alchemist can apply poison to a weapon without any chance of poisoning himself. * '''Advanced Craft''': At 3rd level and every 5 levels afterwards (8th, 13th, and 18th), the Alchemist learns an advanced method by which they may advance their craft. Only one advancement may be added onto any item and when an advanced item is completed, construction on another item with the same ad-vancement cannot start for 1 week. Unless otherwise stated, these abilities may only be used to modify poisons, alchemic items, and potions. No ability may be chosen more than once. ** ''Virulent Poison'': damage dealt to any ability score by the crafted poison is increased by 1. ** ''Prolonged Potion'': the crafted potion has its duration doubled. ** ''Precise Aim'': any attack rolls made with the crafted alchemic item gain a +2 bonus. ** ''Healing Powder'': anyone affected by the crafted substance heals hit points equal to the alchemist’s intel-ligence modifier. ** ''Efficient Crafter'': the base price of the crafted substance is lowered by 10%. ** ''Quick Worker'': the substance only requires 30 minutes of work each day to gain the benefits of a full 8 hours of work. ** ''Innocuous'': sleight of hand checks made to hide the crafted poison gain a +10 bonus. ** ''Extra Dose'': You create a second dose of the crafted potion that only remains active for 24 hours. ** ''Vapor Form'': the poison or potion crafted is released as a 5-foot radius cloud. Poison crafted in this way becomes inhaled poison and is tossed like a grenade-like weapon while potions are dropped and affect anyone within range. Either way, the cloud disperses after 1 round and is not thick enough to obscure vision. ** ''Virulence'': the dc of the crafted alchemic item or poison is increased by 2. ** ''Ranged Treatment'': The crafted potion or alchemic item can be used at range. Alchemic items thrown in this way can be made to travel 5 feet further as an immediate action. Potions can be applied to an ally or item 10 feet away by taking an extra swift action to do so. * '''Speed Brewing''': At 3rd level, an Alchemist learns how to travel even when working on other projects. When using the craft (poisoncrafting), craft (alchemy), or working on a potion, the alchemist require only 1 hour of work each day to gain the full benefits of a full 8 hours of work and can be worked on even in extremely stressful situations (but not in combat). * '''Combat Alchemist''': An Alchemist, through the most basic of alchemic combinations, can put up suit-able defenses in the blink of the eye. These alchemic items cost 50gp for various unguents and can be created as a full-round action, making a craft (alchemy) check against the indicated dc. At 5th level, a master alchemist learns a number of combinations equal to their intelligence modifier and they learn an additional one every odd levels afterwards (7th, 9th, 11th, 13th, 15th, 17th and 19th). The DCs for saving throws, if any, are equal to the 1/2 the alchemist’s class level + the alchemist’s intelligence modifier +1d20. Items created in this way last for 1 hour or until they are used. ** ''Blinder'' (DC 20): all enemies within 20 feet must make a fortitude save or become blinded for 1d4 rounds and dazed for another 2 rounds. ** ''Numbglob'' (DC 25): anyone hit takes 1d4 points of dexterity damage and takes an additional –2 penalty on dexterity-based skill checks and ability checks for 1 hour. ** ''Disabler'' (DC 20): anyone hit takes must make a fortitude save or drop all held items. Any enemy who fails this save must make another one 1 minute later or fall prone. ** ''Spark Rocks'' (DC 20): anyone stepping into a square filled with spark rocks takes a –5 penalty on move silently checks and takes 1 point of electricity damage. Enough spark rocks are produced to fill one 5-foot square ** ''Invigorator'' (DC 20): anyone imbibing this substance gains 1d4+1 temporary hit points for 10 minutes. ** ''Grappler'' (DC 15): Anyone hit must make a grapple check against the alchemist’s grapple modifier. Anyone who becomes pinned by this ability takes 1d4 nonlethal damage each round. Anyone who would pin the grappler breaks free from it. The grappler lasts 1d4+2 rounds once in use. ** ''Lifeseep'' (DC 25): anyone hit takes 1d2 points of constitution damage. ** ''Burner'' (DC 30): anyone hit takes 2d6 fire damage and anyone within 5 feet takes 1d4 points of fire damage from the splash. ** ''Slipspill'' (DC 15): anyone stepping into a square filled with slipspill must make a reflex save or fall prone. Enough slipspill is produced to fill one 5-foot square. ** ''Bottled Reflex'' (DC 30): anyone imbibing this liquid gains a +1 bonus on initiative checks and a +1 dodge bonus to AC for 1 minute. ** ''Bottled Fatigue'' (DC 30) anyone hit by this substance must make a fortitude save or become fatigued for 1 minute. ** ''Groundbreaker'' (DC 20): any square that groundbreaker is poured onto becomes rough terrain. Enough groundbreaker is produced to effect one 5-foot square. ** ''Disorienter'' (DC 20): anyone hit by a disorienter must make a will save or become confused for 1 round. ** ''Joint Freezer'' (DC 20): anyone hit by a joint freezer takes 1d4 cold damage and must make a fortitude save or have their speed slowed by 5 feet for 1 hour. ** ''Blade Duller'' (DC 25): anyone who applies blade duller to themselves gains DR 1/bludgeoning and piercing for 5 rounds. ** ''Armor Stopper'' (DC 20): anyone hit by an armor freezer has their armor freeze up, doubling their armor penallty, reducing their maximum dexterity bonus by 1, and their armor bonus by 1. These effect last until the armor is thoroughly washed. ** ''Flesheater'' (DC 30): anyone hit by this substance takes 1d4 acid damage and takes another 1d4 points of acid damage every round for the next 2d4 rounds or until they spend a standard action scrapping it off. ** ''Guardbreaker'' (DC 25): anyone hit by this substance must make a will save or lose their dexterity bonus to their AC for 1 round. ** ''Compressed air'' (DC 25): anyone walking through an area filled with compressed air takes 1d4 slashing damage and any ranged attacks made through such a square take a –2 penalty. Enough compressed air is produced to fill one 5-foot square and it lasts for 1d4 rounds after release. ** ''Quick Retreat'' (DC 20): anyone imbibing this liquid can move three times their speed using the with-draw action for 1 round. * '''Battlefield Scrounger''': Starting at 6th level, an Alchemist can scrounge up loose materials to make their trademark items. If the alchemist can succeed on a survival check equal to the cost of the supplies needed to make a potion, alchemic item, or poison in gp, the master alchemist can make it without spending any gp. This search for materials takes 1d4+1 hours. Multibrew: Starting at 9th level, an Alchemist can brew the indicated amount of potions at one time (although the amount of time spent is cumulative). In addition, the alchemist can work on crafting any number of poisons and alchemic items on the same days that they work on potions, although the amount of time spent is cumulative. * '''Master of Demolition''': Whenever an Alchemist of 10th or higher level attacks with a potion or alchemical good of his own production that deals fire, explosion or acid damage, he adds his Intelligence modifier to the damage (including all splash damage). * '''Economic Potions''': Starting on 11th level, the Alchemist can temper and deal with his potions to greatly reduce the costs of them. On 11th level, he may half the GP and XP costs of all first level potions, on 14th level for all 2nd level potions and on 17th level for all third level spells as well. * '''Extend Tools''': Starting at 12th level, an Alchemist can extend the duration of their alchemic items, and potions. This ability can be used a number of times per day equal to the alchemist’s intelligence modi-fier (minimum 1/day). The level of the potion does not increase, only the production time and costs of it. * '''Maximize Tools''': Starting at 16th level, the Alchemist can maximize the results of their poisons, al-chemic items, and potions. This ability can be used a number of times per day equal to the alchemist’s intelligence modifier (minimum 1/day). The level of the potion does not increase, only the production time and costs of it. * '''Empower Tools''': At 20th level, the Alchemist can empower the results of their poisons, alchemic items, and potions. This ability can be used a number of times per day equal to the alchemist’s intelligence modifier (minimum 1/day). The level of the potion does not increase, only the production time and costs of it. * '''Grandmaster of Destruction''': A 20th level Alchemist has learned that enough fire or acid will destroy everything – when applied in the right doses. Whenever he attacks with a potion or alchemical good of his own production that deals fire, explosion or acid damage, he may increase the damage die of the attack by one step (including all splash damage).
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