CleverNickName
Limit Break Dancing (He/They)
I couldn’t decide if I wanted to use this class as a prestige class or a new core class...so I did a version of both. This is the “core class” version; please critique it and point out any parts that might be broken. A class that can make and use poison this freely is BOUND to have some problems...
Anyway. The concept for this class design is “a spellcaster who specializes in making and using poisons and potions.” Since poison is always illegal (according to the SRD), I put a non-lawful alignment restriction on it...but you will probably want to change this based on your own particular campaign style (some tribal societies might not have any social or moral restrictions regarding poison, while highly-civilized cultures might consider it both unlawful and evil.)
If you think this concept would be better suited to a Prestige Class, you can find my PrC version (and comment/critique it) at this thread.
-----
Edit: Added new ability called "Concoctions," that allows the Black Alchemist to make ointments, salves, and similar substances. It is essentially a limited version of the Craft Wondrous Item feat. Also added were rules and prices for making elixirs, ointments, and dusts. (Hat Tip: smootrk)
Edit: Removed the Advanced Potions ability. With the ability to create elixirs (non-standard potions), this became obsolete.
Edit: Added more spells to the spell list, to allow the Black Alchemist to create a wider variety of potions, oils, and substances. My goal was to allow the Black Alchemist to create any potion listed in the DMG, with the exception of obviously divine spells (anything with "holy," "bless," or "faith" in the title) or class-specific spells (like Greater Magic Fang).
-----
Core Class: Black Alchemist
The Black Alchemist, while considered a “spellcaster” in the game, is more of a scientist than a wizard. Where most spell-using classes base their power upon arcane lore or divine intervention, the Classic Alchemist draws from the basics of chemistry, physics, and biology to bend--and sometimes change altogether--the laws that govern nature.
Black alchemists earn their name from their powerful concoctions, especially poison. Due to the illegal and insidious nature of poison, they are often shunned by the socially elite, are often on the run from the authorities, and are always treated with distrust and suspicion wherever they go. While few of them are truly evil, their focus on science has hardened them to the sanctity of life...indeed, as far as most alchemists are concerned, life is just another chemical process that can be changed, controlled, or stopped altogether.
Black alchemists spend the majority of their time in their labs or libraries, busy with research and experiments. Often they find it necessary to go “out into the field,” to gather fresh ingredients, find information, or to test the potency of a new toxin.
Alignment: Any nonlawful
Hit Dice: d6
Starting gold: 2d6 x 10
Class Skills
The black alchemist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana), Knowledge (nature), Profession (Wis), and Spellcraft (Int).
Skill points per level: 4 + Int mod.
Skill points at 1st level: (4 + Int mod.) x 4
Weapon and Armor Proficiency: A black alchemist is proficient with all simple weapons. They are proficient with light armor, but not shields. The black alchemist can cast alchemist spells while wearing light armor without incurring the normal arcane spell failure chance. Since he must have his hands free to gather and mix components, a black alchemist wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A multiclass alchemist still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A black alchemist casts arcane spells, which are drawn from a unique spell list. He can cast any spell he knows without preparing it ahead of time. Every alchemist spell has a material component and no verbal components; their magic cannot be enhanced with the Eschew Materials metamagic feat, and an alchemist who has been silenced can cast spells without difficulty. An alchemist with an empty spell component pouch cannot cast spells at all.
To learn or cast a spell, an alchemist must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against an alchemist’s spell is 10 + the spell level + the alchemist’s Intelligence modifier.
Like other spellcasters, a black alchemist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the alchemist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The black alchemist’s selection of spells is extremely limited. The alchemist begins play knowing four 0-level spells of your choice. At most new levels, he gains one or more new spells, as indicated on the Spells Known table. (Unlike spells per day, the number of spells an alchemist knows is not affected by his Intelligence score; the numbers on the table are fixed.)
Upon reaching 5th level, and at every third black alchemist level after that (8th, 11th, and so on), he can choose to learn a new spell in place of one he already knows. In effect, the alchemist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level alchemist spell the black alchemist can cast. An alchemist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a black alchemist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level, and he has access to his spell component pouch.
Class Features:
The following are the class features of the Black Alchemist.
Poison Strike (Ex): As a standard action, the black alchemist may attempt to poison a single opponent within reach. To use this ability, the black alchemist makes a touch attack against a single opponent. The alchemist must declare that he wishes to use this ability before making the attack roll, and a missed attack ruins the attempt. If the attack is successful, the creature must make a Fortitude save (DC = 10 + 1/2 Black Alchemist level + Intelligence modifier) or take the initial and secondary Strength damage shown in the table. The alchemist may use this ability a number of times per day equal to 3 + his Intelligence modifier.
Lost ability points return at the rate of 1 point per hour. A creature whose Strength is reduced to 0 or less is immobilized and helpless, but not unconscious. Obviously, creatures that are immune to poison cannot be harmed by this ability.
At 6th level, the black alchemist may make a single melee attack with an edged weapon when using his Poison Strike ability. Essentially, the alchemist uses his Poison Strike ability to treat the edge or tip of his weapon, and delivers the attack normally. The poison evaporates almost immediately after it is created; thus if the weapon fails to hit its target in the round that this ability is used, the poison is wasted.
At 12th level, the black alchemist may throw poison at a single opponent when using his Poison Strike ability, with a range increment of 10 feet. Using his Poison Strike in this manner requires a ranged touch attack instead of a melee touch attack, but is otherwise unchanged.
Poison Use (Ex): Black Alchemists are skilled at handling dangerous substances, and never risk accidentally poisoning themselves when crafting poison, preparing a poisonous substance for use, or when using a poisoned weapon.
Detect Poison (Sp): Black Alchemists have an affinity to poisonous substances, and can detect the presence of poison at will. The alchemist may cast detect poison at will, as a spell-like ability.
Craft Poison (Ex): A 2nd-level Black Alchemist can create poisonous substances with a successful Craft (Alchemy) check. The Craft DC of the poison depends upon the type of poison being created, according to the table below.
For more information on poison, including a detailed list of typical poisons and their cost, refer to the SRD or follow this link:
http://www.systemreferencedocuments.org/35/theraven_stephenh/ctypes/Poison.html
Brew Potion (Ex): At 3rd level, the Black Alchemist gains the Brew Potion feat for free as a bonus feat.
Identify Substances (Ex): A Black Alchemist is intimately familiar with potions and mixtures of all kind, and can identify them more easily than most. Beginning at 3rd level, the Black Alchemist may cast identify at will as a spell-like ability, but only when identifying potions, ointments, oils, dusts, unguents, salves, and similar concoctions.
Concoctions (Ex): At 5th level, the Black Alchemist may create magical substances other than potions, such as . Effectively, the Black Alchemist gains the Craft Wondrous Item feat for free as a bonus feat, but may only use it to create dusts, elixirs, emulsions, oils, ointments, salves, unguents, and other similar substances.
Black Alchemists who already have the Craft Wondrous Item feat, or who acquire it at any time during their career, may use it without penalty and are not restricted to only chemical substances.
Potions: Potions are magical fluids that contain the essence of a magic spell, that must be swallowed by a living creature to harness the effect. For more information, see the SRD.
Elixirs: Elixirs are magical potions that do not follow the standard rules for potion-making...either they do not duplicate spell effects, or they are made from spells higher than 3rd level. Elixirs are created much like potions are, but because they are considered "non-typical" magic items, they cost twice as much.
Oils: These preparations are single-use liquids similar to potions. Rather than being swallowed by a creature, an oil is poured out onto an object or creature to gain the magical effects (useful if the target creature cannot swallow or has no metabolism.) Alternately, a container of magical oil can be thrown at a target, with a range increment of 10 feet. Applying an oil to a creature or object is a standard action that provokes attacks of opportunity. Throwing a magical oil at a target creature uses the standard rules for thrown weapons (i.e., it is a standard action that does not provoke attacks of opportunity).
Ointments: Also called emulsions, salves, and unguents, these magical preparations must be rubbed onto a creature or object in order to function. Applying an ointment is a standard action that provokes attacks of opportunity. A newly-crafted batch of ointment contains 5 uses.
Dusts: These preparations are scattered in the air or sprinkled over surfaces, typically covering a 10' x 10' area or filling a volume of 10 cubic feet per use. This area or volume of effect is always immediately adjacent to the person using the dust. Typically, dusts cannot affect more than a single creature unless the spell it was created from also affects multiple targets (for example, a dust of cure light wounds would only affect a single creature, while a dust of mass cure light wounds would affect all targets within the area of effect.) Using a magical dust is a standard action that does not provoke attacks of opportunity. A newly-crafted batch of dust contains 5 uses.
Poison Immunity (Ex): A 9th level Black Alchemist has fortified his body against toxins to the point of perfection. The alchemist gains complete immunity to all poisons.
Advanced Potions (Ex): All alchemists eventually learn to create potions of higher-level spells, and the Black Alchemist is no exception. Beginning at 13th level, the black alchemist may brew potions of spells higher than level 3, according to the table below. All other limitations and requirements of the Brew Potion feat still apply (i.e., the spell must target a creature), and the cost of the potion remains unchanged (50 gp x caster level x spell level).
Lethal Poison (Ex): Beginning at 8th level, the Black Alchemist can choose to inflict Constitution damage (instead of Strength damage) when using his Poison Strike ability. Any creature whose Constitution score is reduced to 0 or less dies immediately.
Fountain of Youth (Su): At 15th level, the Black Alchemist has unlocked the secrets of life and aging, and can halt the effects of time on his body. He no longer suffers ability score penalties for aging, and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the alchemist still dies of old age when his time is up.
Lead into Gold (Su): At 19th level, the black alchemist has reached the pinnacle of his art, and has learned how to transmute gold itself from worthless ingredients (any material may be used, not necessarily lead). To use this ability, the alchemist decides upon a quantity of gold to create, up to 1,000 GP per class level. He makes Craft (alchemy) checks against DC 20 for as many weeks as necessary to achieve the set value, as per the Craft skill description in the SRD, except the alchemist does not need to pay one-third of the value of the gold up front.
Bending the laws of the natural world is incredibly difficult, and requires the alchemist to sacrifice a small amount of his own life force as part of the process. The alchemist loses 1 XP for every 10 GP worth of gold created through this ability, rounded up. Thus, creating 2,000 GP worth of gold would cost the alchemist 200 XP, and creating 2,001 gp would cost him 201 XP. If this XP drain would cause the alchemist to lose a level, the process fails.
Black Alchemist Spell List
Level 0
----------------------------
Acid Splash
Create Water
Cure Minor Wounds
Dancing Lights
Daze
Flare
Inflict Minor Wounds
Light
Mending
Prestidigitation
Resistance
Level 1
----------------------------
Burning Hands
Cause Fear
Charm Person
Cure Light Wounds
Disguise Self
Enlarge Person
Erase
Grease
Hide From Animals
Hide From Undead
Identify
Inflict Light Wounds
Jump
Mage Armor
Magic Stone
Magic Weapon
Obscuring Mist
Pass Without Trace
Produce Flame
Protection from Chaos/Evil/Good/Law
Reduce Person
Remove Fear
Sleep
Level 2
----------------------------
Acid Arrow
Barkskin
Bear’s Endurance
Bull’s Strength
Blindness/Deafness
Calm Emotions
Cat’s Grace
Cure Moderate Wounds
Darkness
Darkvision
Daze Monster
Delay Poison
Eagle's Splendor
Flaming Sphere
Fog Cloud
Fox's Cunning
Glitterdust
Hold Person
Invisibility
Lesser Restoration
Misdirection
Owl's Wisdom
Protection from Arrows
Pyrotechnics
Remove Paralysis
Resist Energy
Scare
Scorching Ray
Sound Burst
Spider Climb
Undetectable Alignment
Zone of Truth
Level 3
----------------------------
Contagion
Cure Serious Wounds
Daylight
Deep Slumber
Dispel Magic
Displacement
Fear
Flame Arrow
Fly
Gaseous Form
Good Hope
Haste
Heroism
Inflict Serious Wounds
Keen Edge
Magic Circle vs. Chaos/Evil/Good/Law
Magic Vestment
Nondetection
Protection from Energy
Quench
Remove Blindness/Deafness
Remove Curse
Remove Disease
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
Level 4
----------------------------
Control Water
Cure Critical Wounds
Hold Monster
Inflict Critical Wounds
Neutralize Poison
Poison
Polymorph
Repel Vermin
Rusting Grasp
Solid Fog
Stone Shape
Level 5
----------------------------
Acid Fog
Baleful Polymorph
Blight
Cloudkill
Cure Light Wounds, Mass
Dispel Magic, Greater
Flesh to Stone
Greater Invisibility
Inflict Light Wounds, Mass
Major Creation
Mind Fog
Slay Living
Stone to Flesh
Stoneskin
Transmute Mud to Rock
Transmute Rock to Mud
Level 6
----------------------------
Acid Fog
Bear’s Endurance, Mass
Bull’s Strength, Mass
Cat’s Grace, Mass
Circle of Death
Cure Moderate Wounds, Mass
Disintegrate
Inflict Moderate Wounds, Mass
Iron Body
Polymorph Any Object
Raise Dead
Transmute Metal to Wood
True Seeing
Anyway. The concept for this class design is “a spellcaster who specializes in making and using poisons and potions.” Since poison is always illegal (according to the SRD), I put a non-lawful alignment restriction on it...but you will probably want to change this based on your own particular campaign style (some tribal societies might not have any social or moral restrictions regarding poison, while highly-civilized cultures might consider it both unlawful and evil.)
If you think this concept would be better suited to a Prestige Class, you can find my PrC version (and comment/critique it) at this thread.
-----
Edit: Added new ability called "Concoctions," that allows the Black Alchemist to make ointments, salves, and similar substances. It is essentially a limited version of the Craft Wondrous Item feat. Also added were rules and prices for making elixirs, ointments, and dusts. (Hat Tip: smootrk)
Edit: Removed the Advanced Potions ability. With the ability to create elixirs (non-standard potions), this became obsolete.
Edit: Added more spells to the spell list, to allow the Black Alchemist to create a wider variety of potions, oils, and substances. My goal was to allow the Black Alchemist to create any potion listed in the DMG, with the exception of obviously divine spells (anything with "holy," "bless," or "faith" in the title) or class-specific spells (like Greater Magic Fang).
-----
Core Class: Black Alchemist
The Black Alchemist, while considered a “spellcaster” in the game, is more of a scientist than a wizard. Where most spell-using classes base their power upon arcane lore or divine intervention, the Classic Alchemist draws from the basics of chemistry, physics, and biology to bend--and sometimes change altogether--the laws that govern nature.
Black alchemists earn their name from their powerful concoctions, especially poison. Due to the illegal and insidious nature of poison, they are often shunned by the socially elite, are often on the run from the authorities, and are always treated with distrust and suspicion wherever they go. While few of them are truly evil, their focus on science has hardened them to the sanctity of life...indeed, as far as most alchemists are concerned, life is just another chemical process that can be changed, controlled, or stopped altogether.
Black alchemists spend the majority of their time in their labs or libraries, busy with research and experiments. Often they find it necessary to go “out into the field,” to gather fresh ingredients, find information, or to test the potency of a new toxin.
Alignment: Any nonlawful
Hit Dice: d6
Starting gold: 2d6 x 10
Class Skills
The black alchemist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana), Knowledge (nature), Profession (Wis), and Spellcraft (Int).
Skill points per level: 4 + Int mod.
Skill points at 1st level: (4 + Int mod.) x 4
Weapon and Armor Proficiency: A black alchemist is proficient with all simple weapons. They are proficient with light armor, but not shields. The black alchemist can cast alchemist spells while wearing light armor without incurring the normal arcane spell failure chance. Since he must have his hands free to gather and mix components, a black alchemist wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A multiclass alchemist still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A black alchemist casts arcane spells, which are drawn from a unique spell list. He can cast any spell he knows without preparing it ahead of time. Every alchemist spell has a material component and no verbal components; their magic cannot be enhanced with the Eschew Materials metamagic feat, and an alchemist who has been silenced can cast spells without difficulty. An alchemist with an empty spell component pouch cannot cast spells at all.
To learn or cast a spell, an alchemist must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against an alchemist’s spell is 10 + the spell level + the alchemist’s Intelligence modifier.
Like other spellcasters, a black alchemist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the alchemist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The black alchemist’s selection of spells is extremely limited. The alchemist begins play knowing four 0-level spells of your choice. At most new levels, he gains one or more new spells, as indicated on the Spells Known table. (Unlike spells per day, the number of spells an alchemist knows is not affected by his Intelligence score; the numbers on the table are fixed.)
Upon reaching 5th level, and at every third black alchemist level after that (8th, 11th, and so on), he can choose to learn a new spell in place of one he already knows. In effect, the alchemist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level alchemist spell the black alchemist can cast. An alchemist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a black alchemist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level, and he has access to his spell component pouch.
Class Features:
The following are the class features of the Black Alchemist.
Poison Strike (Ex): As a standard action, the black alchemist may attempt to poison a single opponent within reach. To use this ability, the black alchemist makes a touch attack against a single opponent. The alchemist must declare that he wishes to use this ability before making the attack roll, and a missed attack ruins the attempt. If the attack is successful, the creature must make a Fortitude save (DC = 10 + 1/2 Black Alchemist level + Intelligence modifier) or take the initial and secondary Strength damage shown in the table. The alchemist may use this ability a number of times per day equal to 3 + his Intelligence modifier.
Lost ability points return at the rate of 1 point per hour. A creature whose Strength is reduced to 0 or less is immobilized and helpless, but not unconscious. Obviously, creatures that are immune to poison cannot be harmed by this ability.
At 6th level, the black alchemist may make a single melee attack with an edged weapon when using his Poison Strike ability. Essentially, the alchemist uses his Poison Strike ability to treat the edge or tip of his weapon, and delivers the attack normally. The poison evaporates almost immediately after it is created; thus if the weapon fails to hit its target in the round that this ability is used, the poison is wasted.
At 12th level, the black alchemist may throw poison at a single opponent when using his Poison Strike ability, with a range increment of 10 feet. Using his Poison Strike in this manner requires a ranged touch attack instead of a melee touch attack, but is otherwise unchanged.
Poison Use (Ex): Black Alchemists are skilled at handling dangerous substances, and never risk accidentally poisoning themselves when crafting poison, preparing a poisonous substance for use, or when using a poisoned weapon.
Detect Poison (Sp): Black Alchemists have an affinity to poisonous substances, and can detect the presence of poison at will. The alchemist may cast detect poison at will, as a spell-like ability.
Craft Poison (Ex): A 2nd-level Black Alchemist can create poisonous substances with a successful Craft (Alchemy) check. The Craft DC of the poison depends upon the type of poison being created, according to the table below.
Code:
[B]Poison Craft
Type DC
--------------------[/B]
Ingested 20
Injury 25
Contact 30
Inhaled 35
For more information on poison, including a detailed list of typical poisons and their cost, refer to the SRD or follow this link:
http://www.systemreferencedocuments.org/35/theraven_stephenh/ctypes/Poison.html
Brew Potion (Ex): At 3rd level, the Black Alchemist gains the Brew Potion feat for free as a bonus feat.
Identify Substances (Ex): A Black Alchemist is intimately familiar with potions and mixtures of all kind, and can identify them more easily than most. Beginning at 3rd level, the Black Alchemist may cast identify at will as a spell-like ability, but only when identifying potions, ointments, oils, dusts, unguents, salves, and similar concoctions.
Concoctions (Ex): At 5th level, the Black Alchemist may create magical substances other than potions, such as . Effectively, the Black Alchemist gains the Craft Wondrous Item feat for free as a bonus feat, but may only use it to create dusts, elixirs, emulsions, oils, ointments, salves, unguents, and other similar substances.
Black Alchemists who already have the Craft Wondrous Item feat, or who acquire it at any time during their career, may use it without penalty and are not restricted to only chemical substances.
Code:
Item Base Cost Example
----------------------------------------------------------------------------------
Potion Spell level x caster level x 50 gp Potion of Invisibility
Elixir Spell level x caster level x 100 gp Elixir of Truth
Oil Spell level x caster level x 50 gp Oil of Flame Arrow
Ointment (5 uses) Spell level x caster level x 250 gp Stone Salve
Dust (5 uses) Spell level x caster level x 500 gp Dust of Tracelessness
----------------------------------------------------------------------------------
Potions: Potions are magical fluids that contain the essence of a magic spell, that must be swallowed by a living creature to harness the effect. For more information, see the SRD.
Elixirs: Elixirs are magical potions that do not follow the standard rules for potion-making...either they do not duplicate spell effects, or they are made from spells higher than 3rd level. Elixirs are created much like potions are, but because they are considered "non-typical" magic items, they cost twice as much.
Oils: These preparations are single-use liquids similar to potions. Rather than being swallowed by a creature, an oil is poured out onto an object or creature to gain the magical effects (useful if the target creature cannot swallow or has no metabolism.) Alternately, a container of magical oil can be thrown at a target, with a range increment of 10 feet. Applying an oil to a creature or object is a standard action that provokes attacks of opportunity. Throwing a magical oil at a target creature uses the standard rules for thrown weapons (i.e., it is a standard action that does not provoke attacks of opportunity).
Ointments: Also called emulsions, salves, and unguents, these magical preparations must be rubbed onto a creature or object in order to function. Applying an ointment is a standard action that provokes attacks of opportunity. A newly-crafted batch of ointment contains 5 uses.
Dusts: These preparations are scattered in the air or sprinkled over surfaces, typically covering a 10' x 10' area or filling a volume of 10 cubic feet per use. This area or volume of effect is always immediately adjacent to the person using the dust. Typically, dusts cannot affect more than a single creature unless the spell it was created from also affects multiple targets (for example, a dust of cure light wounds would only affect a single creature, while a dust of mass cure light wounds would affect all targets within the area of effect.) Using a magical dust is a standard action that does not provoke attacks of opportunity. A newly-crafted batch of dust contains 5 uses.
Poison Immunity (Ex): A 9th level Black Alchemist has fortified his body against toxins to the point of perfection. The alchemist gains complete immunity to all poisons.
Advanced Potions (Ex): All alchemists eventually learn to create potions of higher-level spells, and the Black Alchemist is no exception. Beginning at 13th level, the black alchemist may brew potions of spells higher than level 3, according to the table below. All other limitations and requirements of the Brew Potion feat still apply (i.e., the spell must target a creature), and the cost of the potion remains unchanged (50 gp x caster level x spell level).
Lethal Poison (Ex): Beginning at 8th level, the Black Alchemist can choose to inflict Constitution damage (instead of Strength damage) when using his Poison Strike ability. Any creature whose Constitution score is reduced to 0 or less dies immediately.
Fountain of Youth (Su): At 15th level, the Black Alchemist has unlocked the secrets of life and aging, and can halt the effects of time on his body. He no longer suffers ability score penalties for aging, and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the alchemist still dies of old age when his time is up.
Lead into Gold (Su): At 19th level, the black alchemist has reached the pinnacle of his art, and has learned how to transmute gold itself from worthless ingredients (any material may be used, not necessarily lead). To use this ability, the alchemist decides upon a quantity of gold to create, up to 1,000 GP per class level. He makes Craft (alchemy) checks against DC 20 for as many weeks as necessary to achieve the set value, as per the Craft skill description in the SRD, except the alchemist does not need to pay one-third of the value of the gold up front.
Bending the laws of the natural world is incredibly difficult, and requires the alchemist to sacrifice a small amount of his own life force as part of the process. The alchemist loses 1 XP for every 10 GP worth of gold created through this ability, rounded up. Thus, creating 2,000 GP worth of gold would cost the alchemist 200 XP, and creating 2,001 gp would cost him 201 XP. If this XP drain would cause the alchemist to lose a level, the process fails.
Code:
[B]Table: THE BLACK ALCHEMIST
---------------------------------------------------------------------------------------------------
Poison ------Spells per Day-----
Lv BAT Fort Ref Will Special Damage 0 1 2 3 4 5 6
---------------------------------------------------------------------------------------------------[/B]
1 +0 +2 +0 +2 Poison Strike, Poison Use, 1/1d2 2 — — — — — —
Detect Poison
2 +1 +3 +0 +3 Craft Poison 1d2/1d4 3 0 — — — — —
3 +2 +3 +1 +3 Brew Potion, Identify Substance 3 1 — — — — —
4 +3 +4 +1 +4 1d4/1d4 3 2 0 — — — —
5 +3 +4 +1 +4 [COLOR=Red]Concoctions[/COLOR] 3 3 1 — — — —
6 +4 +5 +2 +5 Poison Strike (weapon) 3 3 2 — — — —
7 +5 +5 +2 +5 1d4/1d6 3 3 2 0 — — —
8 +6 +6 +2 +6 Lethal Poison 3 3 3 1 — — —
9 +6 +6 +3 +6 Poison Immunity 3 3 3 2 — — —
10 +7 +7 +3 +7 3 3 3 2 0 — —
11 +8 +7 +3 +7 1d6/1d6 3 3 3 3 1 — —
12 +9 +8 +4 +8 Poison Strike (10’ range) 3 3 3 3 2 — —
13 +9 +8 +4 +8 [S]Advanced Potions (lv. 4)[/S] 3 3 3 3 2 0 —
14 +10 +9 +4 +9 4 3 3 3 3 1 —
15 +11 +9 +5 +9 Fountain of Youth 1d6/2d6 4 4 3 3 3 2 —
16 +12 +10 +5 +10 [S]Advanced Potions (lv. 5)[/S] 4 4 4 3 3 3 0
17 +12 +10 +5 +10 4 4 4 4 3 3 1
18 +13 +11 +6 +11 4 4 4 4 4 3 2
19 +14 +11 +6 +11 Lead Into Gold 4 4 4 4 4 4 3
20 +15 +12 +6 +12 [S]Advanced Potions (lv. 6)[/S] 2d6/2d6 4 4 4 4 4 4 4
---------------------------------------------------------------------------------------------------
[B]Table: Black Alchemist Spells Known
-----------------------------------
-------Spells Known------
Level 0 1 2 3 4 5 6
-----------------------------------[/B]
1 4 — — — — — —
2 5 2 — — — — —
3 5 3 — — — — —
4 6 3 2 — — — —
5 6 4 3 — — — —
6 6 4 3 — — — —
7 6 4 4 2 — — —
8 6 4 4 3 — — —
9 6 4 4 3 — — —
10 6 4 4 4 2 — —
11 6 4 4 4 3 — —
12 6 4 4 4 3 — —
13 6 4 4 4 4 2 —
14 6 4 4 4 4 3 —
15 6 4 4 4 4 3 —
16 6 5 4 4 4 4 2
17 6 5 5 4 4 4 3
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 4
20 6 5 5 5 5 5 4
-----------------------------------
Black Alchemist Spell List
Level 0
----------------------------
Acid Splash
Create Water
Cure Minor Wounds
Dancing Lights
Daze
Flare
Inflict Minor Wounds
Light
Mending
Prestidigitation
Resistance
Level 1
----------------------------
Burning Hands
Cause Fear
Charm Person
Cure Light Wounds
Disguise Self
Enlarge Person
Erase
Grease
Hide From Animals
Hide From Undead
Identify
Inflict Light Wounds
Jump
Mage Armor
Magic Stone
Magic Weapon
Obscuring Mist
Pass Without Trace
Produce Flame
Protection from Chaos/Evil/Good/Law
Reduce Person
Remove Fear
Sleep
Level 2
----------------------------
Acid Arrow
Barkskin
Bear’s Endurance
Bull’s Strength
Blindness/Deafness
Calm Emotions
Cat’s Grace
Cure Moderate Wounds
Darkness
Darkvision
Daze Monster
Delay Poison
Eagle's Splendor
Flaming Sphere
Fog Cloud
Fox's Cunning
Glitterdust
Hold Person
Invisibility
Lesser Restoration
Misdirection
Owl's Wisdom
Protection from Arrows
Pyrotechnics
Remove Paralysis
Resist Energy
Scare
Scorching Ray
Sound Burst
Spider Climb
Undetectable Alignment
Zone of Truth
Level 3
----------------------------
Contagion
Cure Serious Wounds
Daylight
Deep Slumber
Dispel Magic
Displacement
Fear
Flame Arrow
Fly
Gaseous Form
Good Hope
Haste
Heroism
Inflict Serious Wounds
Keen Edge
Magic Circle vs. Chaos/Evil/Good/Law
Magic Vestment
Nondetection
Protection from Energy
Quench
Remove Blindness/Deafness
Remove Curse
Remove Disease
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
Level 4
----------------------------
Control Water
Cure Critical Wounds
Hold Monster
Inflict Critical Wounds
Neutralize Poison
Poison
Polymorph
Repel Vermin
Rusting Grasp
Solid Fog
Stone Shape
Level 5
----------------------------
Acid Fog
Baleful Polymorph
Blight
Cloudkill
Cure Light Wounds, Mass
Dispel Magic, Greater
Flesh to Stone
Greater Invisibility
Inflict Light Wounds, Mass
Major Creation
Mind Fog
Slay Living
Stone to Flesh
Stoneskin
Transmute Mud to Rock
Transmute Rock to Mud
Level 6
----------------------------
Acid Fog
Bear’s Endurance, Mass
Bull’s Strength, Mass
Cat’s Grace, Mass
Circle of Death
Cure Moderate Wounds, Mass
Disintegrate
Inflict Moderate Wounds, Mass
Iron Body
Polymorph Any Object
Raise Dead
Transmute Metal to Wood
True Seeing
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