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The Master Alchemist
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<blockquote data-quote="StAlda" data-source="post: 1957753" data-attributes="member: 16745"><p>Here's my alchemist, I use the items from Alchemy & Herbalists </p><p></p><p>[CODE]ALCHEMIST</p><p>Alignment: Any.</p><p>Hit Die: d6.</p><p></p><p>Class Skills</p><p>The alchemist’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Language, Profession (Wis), and Spellcraft (Int). </p><p>Skill Points at 1st Level: (4 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p>Starting Wealth: 5d4 x 10 gp.</p><p></p><p>Table: The Alchemist</p><p></p><p> Base Arcane </p><p> Attack Fort Ref Will ---- Spells per Day ---</p><p>Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th</p><p>0 +0 +1 +0 +0 - - - - -</p><p>1st +0 +2 +0 +0 Alchemy 1 - - - -</p><p>2nd +1 +3 +0 +0 Bonus Item Creation Feat 1 - - - -</p><p>3rd +1 +3 +1 +1 1 1 - - -</p><p>4th +2 +4 +1 +1 1 1 - - -</p><p>5th +2 +4 +1 +1 Bonus Item Creation Feat 1 1 - - -</p><p>6th +3 +5 +2 +2 1 1 1 - -</p><p>7th +3 +5 +2 +2 1 1 1 - -</p><p>8th +4 +6 +2 +2 Bonus Item Creation Feat 2 1 1 - -</p><p>9th +4 +6 +3 +3 2 1 1 - -</p><p>10th +5 +7 +3 +3 2 2 1 1 -</p><p>11th +5 +7 +3 +3 Bonus Item Creation Feat 2 2 1 1 -</p><p>12th +6/+1 +8 +4 +4 2 2 1 1 -</p><p>13th +6/+1 +8 +4 +4 2 2 2 1 -</p><p>14th +7/+2 +9 +4 +4 Bonus Item Creation Feat 2 2 2 1 -</p><p>15th +7/+2 +9 +5 +5 2 2 2 1 1</p><p>16th +8/+3 +10 +5 +5 2 2 2 1 1</p><p>17th +8/+3 +10 +5 +5 Bonus Item Creation Feat 2 2 2 2 1</p><p>18th +9/+4 +11 +6 +6 2 2 2 2 1</p><p>19th +9/+4 +11 +6 +6 2 2 2 2 1</p><p>20th +10/+5 +12 +6 +6 Bonus Item Creation Feat 2 2 2 2 1</p><p></p><p>Class Features</p><p>All of the following are class features of the alchemist.</p><p>Weapon and Armor Proficiency: Alchemists are proficient with the club, dagger, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause his spells with somatic components to fail.</p><p>Alchemy: Alchemists are considered trained in the Alchemy skill and receive bonus ranks (considered a class bonus) equal to their Alchemist level. The Alchemist may create any item he has a copy of the spell or spells needed to produce that item in his spellbook. The alchemist can also use spells written on scrolls, even if the scroll contains divine or druidic spells, or if the spells are higher level than the Alchemist can cast. Scrolls are consumed when used to create an alchemical item. </p><p>Spells: An alchemist casts arcane spells that can be drawn from all spell lists. An alchemist must choose and prepare his spells ahead of time (see Wizard classes).</p><p>Bonus Languages: An alchemist may substitute Draconic for one of the bonus languages available to the character because of his race.</p><p>Spellbooks: An alchemist must study his spellbook each day to prepare his Arcane spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all alchemists can prepare from memory. </p><p>An alchemist begins play with a spellbook containing no spells.[/CODE]</p><p></p><p>Feat List found in Alchemy & Herbalists (Bastion Press):</p><p>BREW POTION/INGESTIBLE [ITEM CREATION]</p><p>CRAFT CHYMICALS [ITEM CREATION]</p><p>CRAFT HERBAL RESTORATIVES [ITEM CREATION]</p><p>CRAFT POWDERS & DUSTS [ITEM CREATION]</p><p>CRAFT TOXINS [ITEM CREATION]</p><p>CRAFT UNGUENTS [ITEM CREATION]</p><p>CREATE ALCHANA [ITEM CREATION]</p><p>CREATE ERLCANA [ITEM CREATION]</p><p>CREATE GREATER ALCHANA [ITEM CREATION]</p><p>CRISIS CREATION [ITEM CREATION]</p><p>GROW SWATHE [ITEM CREATION]</p><p>PERFECT MATERIALS [ITEM CREATION]</p></blockquote><p></p>
[QUOTE="StAlda, post: 1957753, member: 16745"] Here's my alchemist, I use the items from Alchemy & Herbalists [CODE]ALCHEMIST Alignment: Any. Hit Die: d6. Class Skills The alchemist’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Language, Profession (Wis), and Spellcraft (Int). Skill Points at 1st Level: (4 + Int modifier) x4. Skill Points at Each Additional Level: 4 + Int modifier. Starting Wealth: 5d4 x 10 gp. Table: The Alchemist Base Arcane Attack Fort Ref Will ---- Spells per Day --- Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 0 +0 +1 +0 +0 - - - - - 1st +0 +2 +0 +0 Alchemy 1 - - - - 2nd +1 +3 +0 +0 Bonus Item Creation Feat 1 - - - - 3rd +1 +3 +1 +1 1 1 - - - 4th +2 +4 +1 +1 1 1 - - - 5th +2 +4 +1 +1 Bonus Item Creation Feat 1 1 - - - 6th +3 +5 +2 +2 1 1 1 - - 7th +3 +5 +2 +2 1 1 1 - - 8th +4 +6 +2 +2 Bonus Item Creation Feat 2 1 1 - - 9th +4 +6 +3 +3 2 1 1 - - 10th +5 +7 +3 +3 2 2 1 1 - 11th +5 +7 +3 +3 Bonus Item Creation Feat 2 2 1 1 - 12th +6/+1 +8 +4 +4 2 2 1 1 - 13th +6/+1 +8 +4 +4 2 2 2 1 - 14th +7/+2 +9 +4 +4 Bonus Item Creation Feat 2 2 2 1 - 15th +7/+2 +9 +5 +5 2 2 2 1 1 16th +8/+3 +10 +5 +5 2 2 2 1 1 17th +8/+3 +10 +5 +5 Bonus Item Creation Feat 2 2 2 2 1 18th +9/+4 +11 +6 +6 2 2 2 2 1 19th +9/+4 +11 +6 +6 2 2 2 2 1 20th +10/+5 +12 +6 +6 Bonus Item Creation Feat 2 2 2 2 1 Class Features All of the following are class features of the alchemist. Weapon and Armor Proficiency: Alchemists are proficient with the club, dagger, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause his spells with somatic components to fail. Alchemy: Alchemists are considered trained in the Alchemy skill and receive bonus ranks (considered a class bonus) equal to their Alchemist level. The Alchemist may create any item he has a copy of the spell or spells needed to produce that item in his spellbook. The alchemist can also use spells written on scrolls, even if the scroll contains divine or druidic spells, or if the spells are higher level than the Alchemist can cast. Scrolls are consumed when used to create an alchemical item. Spells: An alchemist casts arcane spells that can be drawn from all spell lists. An alchemist must choose and prepare his spells ahead of time (see Wizard classes). Bonus Languages: An alchemist may substitute Draconic for one of the bonus languages available to the character because of his race. Spellbooks: An alchemist must study his spellbook each day to prepare his Arcane spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all alchemists can prepare from memory. An alchemist begins play with a spellbook containing no spells.[/CODE] Feat List found in Alchemy & Herbalists (Bastion Press): BREW POTION/INGESTIBLE [ITEM CREATION] CRAFT CHYMICALS [ITEM CREATION] CRAFT HERBAL RESTORATIVES [ITEM CREATION] CRAFT POWDERS & DUSTS [ITEM CREATION] CRAFT TOXINS [ITEM CREATION] CRAFT UNGUENTS [ITEM CREATION] CREATE ALCHANA [ITEM CREATION] CREATE ERLCANA [ITEM CREATION] CREATE GREATER ALCHANA [ITEM CREATION] CRISIS CREATION [ITEM CREATION] GROW SWATHE [ITEM CREATION] PERFECT MATERIALS [ITEM CREATION] [/QUOTE]
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