Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help with an Alchemist Class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JDowling" data-source="post: 1182992" data-attributes="member: 12596"><p>yes, FMA is my inspiration for this class, but I wanted alchemy in the setting before I saw the anime <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />. Here's what I have thus far (i hope the cut and paste doesn't look horrible)...:</p><p></p><p>Game Rule Information</p><p>Alchemists have the following game statistics.</p><p> Abilities: Intelligence determines how skillful an alchemist is with the skill of alchemy, and how many skill points they receive per level. Many of an alchemist’s class skill are based on Intelligence. Constitution increases an alchemists hit points and is this important. Constitution is also important for the Concentration skill, which allows an alchemist to perform their art regardless of distractions. Dexterity is also important for an alchemist as it makes them harder to hit.</p><p> Alignment: An alchemist must be Lawful, but may be Good, Neutral, or Evil.</p><p> Hit Dice: d8</p><p></p><p>Class Skills</p><p> The alchemist’s class skills (and the key ability for each skill) are Alchemy (Int), Alchemycraft (Int), Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (alchemy) (Int), and Profession (Wis).</p><p> Skill Points at 1st Level: (2 + Int modifier) x4.</p><p> Skill Points at Each Additional Level: 2 + Int modifier.</p><p></p><p>Class Features</p><p>All of the following are class features of the alchemist.</p><p> Armor and Weapon Proficiency: Alchemists are proficient with all simple weapons. They are proficient in the use of light armor, but not with any shields. Armor heavier then light can interfere with the transmutations that they perform, which can cause the transmutation to fail. Light armors do not suffer this restriction, but otherwise use the Arcane Spell Failure percentage for medium and heavy armor.</p><p> Alchemy: In addition to being the undisputed masters of the art of creating alchemical substances an alchemist can also perform amazing transmutations. These alchemical transmutations allow an alchemist to change one non-living object (or set of connected objects, or a partial object) into another.</p><p> Objects can only be transmuted if they are of similar weight and the same general class of object. A class of objects is what element it represents (earth, air, fire, water). Thus, sand could be turned to steel, and water turned to wine; water could not be turned into stone, and air could not be made solid. Weights must be similar; you cannot change 1 pound of stone into 10 pounds of sand, or 3 pounds of steel (though you could partially transmute the stone, leaving 7 pounds of stone).</p><p> An alchemist’s level limits the amount of material that an alchemist can transmute. Alchemical transmutations can craft finished items, but the alchemist must possess the appropriate craft skill and succeed the skill check against an appropriate DC as outlined in the craft skill description.</p><p> There is one more limitation on an alchemist: in order for an alchemical transmutation to work it must be contained within an Alchemical Circle. It takes an alchemist 1d6 rounds to draw a circle (chalk, charcoal, ink, or tracing a pattern in sand all work). There is a feat, Eschew Circle, which does away with this requirement (required level of 3). An alchemist must either touch the item that is being transmuted, or touch the circle containing the item. If an alchemist attempts to transmute a held/worn item the alchemist must first make a touch attack against the item the owner is allowed a will save to prevent the change. A transmutation that would effect a creature generally allows a reflex save to get out of the way. The DC for these saves is 10 + alchemist’s Int + Alchemy level</p><p>Level BAB Fort Ref Will Special</p><p>1 +0 +2 +0 +2 Alchemy I (1lb.), Alchemy Feat</p><p>2 +1 +3 +0 +3 </p><p>3 +2 +3 +1 +3 Alchemy II (5lb.)</p><p>4 +3 +4 +1 +4 </p><p>5 +3 +4 +1 +4 Alchemy III (10lb), Alchemy Feat</p><p>6 +4 +5 +2 +5 </p><p>7 +5 +5 +2 +5 Alchemy IV (50lb.)</p><p>8 +6/+1 +6 +2 +6 </p><p>9 +6/+1 +6 +3 +6 Alchemy V (100lb./10cu.ft. per level)</p><p>10 +7/+2 +7 +3 +7 Alchemy Feat</p><p>11 +8/+3 +7 +3 +7 Alchemy VI (500lb./10cu.ft. per level)</p><p>12 +9/+4 +8 +4 +8 </p><p>13 +9/+4 +8 +4 +8 Alchemy VII (1000lb./10cu.ft. per level)</p><p>14 +10/+5 +9 +4 +9 </p><p>15 +11/+6/+1 +9 +5 +9 Alchemy VIII (1000lb./20cu.ft. per level), Alchemy Feat</p><p>16 +12/+7/+2 +10 +5 +10 </p><p>17 +12/+7/+2 +10 +5 +10 Alchemy IX (1500lb./20cu.ft. per level)</p><p>18 +13/+8/+3 +11 +6 +11 </p><p>19 +14/+9/+4 +11 +6 +11 Alchemy X (2000lb./30cu.ft. per level)</p><p>20 +15/+10/+5 +12 +6 +12 Alchemy Feat</p></blockquote><p></p>
[QUOTE="JDowling, post: 1182992, member: 12596"] yes, FMA is my inspiration for this class, but I wanted alchemy in the setting before I saw the anime ;). Here's what I have thus far (i hope the cut and paste doesn't look horrible)...: Game Rule Information Alchemists have the following game statistics. Abilities: Intelligence determines how skillful an alchemist is with the skill of alchemy, and how many skill points they receive per level. Many of an alchemist’s class skill are based on Intelligence. Constitution increases an alchemists hit points and is this important. Constitution is also important for the Concentration skill, which allows an alchemist to perform their art regardless of distractions. Dexterity is also important for an alchemist as it makes them harder to hit. Alignment: An alchemist must be Lawful, but may be Good, Neutral, or Evil. Hit Dice: d8 Class Skills The alchemist’s class skills (and the key ability for each skill) are Alchemy (Int), Alchemycraft (Int), Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (alchemy) (Int), and Profession (Wis). Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier. Class Features All of the following are class features of the alchemist. Armor and Weapon Proficiency: Alchemists are proficient with all simple weapons. They are proficient in the use of light armor, but not with any shields. Armor heavier then light can interfere with the transmutations that they perform, which can cause the transmutation to fail. Light armors do not suffer this restriction, but otherwise use the Arcane Spell Failure percentage for medium and heavy armor. Alchemy: In addition to being the undisputed masters of the art of creating alchemical substances an alchemist can also perform amazing transmutations. These alchemical transmutations allow an alchemist to change one non-living object (or set of connected objects, or a partial object) into another. Objects can only be transmuted if they are of similar weight and the same general class of object. A class of objects is what element it represents (earth, air, fire, water). Thus, sand could be turned to steel, and water turned to wine; water could not be turned into stone, and air could not be made solid. Weights must be similar; you cannot change 1 pound of stone into 10 pounds of sand, or 3 pounds of steel (though you could partially transmute the stone, leaving 7 pounds of stone). An alchemist’s level limits the amount of material that an alchemist can transmute. Alchemical transmutations can craft finished items, but the alchemist must possess the appropriate craft skill and succeed the skill check against an appropriate DC as outlined in the craft skill description. There is one more limitation on an alchemist: in order for an alchemical transmutation to work it must be contained within an Alchemical Circle. It takes an alchemist 1d6 rounds to draw a circle (chalk, charcoal, ink, or tracing a pattern in sand all work). There is a feat, Eschew Circle, which does away with this requirement (required level of 3). An alchemist must either touch the item that is being transmuted, or touch the circle containing the item. If an alchemist attempts to transmute a held/worn item the alchemist must first make a touch attack against the item the owner is allowed a will save to prevent the change. A transmutation that would effect a creature generally allows a reflex save to get out of the way. The DC for these saves is 10 + alchemist’s Int + Alchemy level Level BAB Fort Ref Will Special 1 +0 +2 +0 +2 Alchemy I (1lb.), Alchemy Feat 2 +1 +3 +0 +3 3 +2 +3 +1 +3 Alchemy II (5lb.) 4 +3 +4 +1 +4 5 +3 +4 +1 +4 Alchemy III (10lb), Alchemy Feat 6 +4 +5 +2 +5 7 +5 +5 +2 +5 Alchemy IV (50lb.) 8 +6/+1 +6 +2 +6 9 +6/+1 +6 +3 +6 Alchemy V (100lb./10cu.ft. per level) 10 +7/+2 +7 +3 +7 Alchemy Feat 11 +8/+3 +7 +3 +7 Alchemy VI (500lb./10cu.ft. per level) 12 +9/+4 +8 +4 +8 13 +9/+4 +8 +4 +8 Alchemy VII (1000lb./10cu.ft. per level) 14 +10/+5 +9 +4 +9 15 +11/+6/+1 +9 +5 +9 Alchemy VIII (1000lb./20cu.ft. per level), Alchemy Feat 16 +12/+7/+2 +10 +5 +10 17 +12/+7/+2 +10 +5 +10 Alchemy IX (1500lb./20cu.ft. per level) 18 +13/+8/+3 +11 +6 +11 19 +14/+9/+4 +11 +6 +11 Alchemy X (2000lb./30cu.ft. per level) 20 +15/+10/+5 +12 +6 +12 Alchemy Feat [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help with an Alchemist Class
Top