Class Concept (Potentially vile) - Combat Chemist

Anabstercorian

First Post
Alchemical items are interesting. At lower levels, they're very powerful, and can sometimes be lifesavers. Yet at higher levels, with the advent of magical 'buffing' and enhancing items, they become obsolete.
The combat chemist takes alchemy to a whole new level. Delving in to explosive concoctions, potent drugs, and powerful acids, they risk life and limb to build themselves in to more powerful warriors and create more powerful chemicals. They can:

Create more potent versions of standard alchemical items

Create new ways to administer alchemical items, using syringes to inject potions, drugs, and alchemical brews directly in to their bloodstreams as move actions, and later, free actions.

Gain huge bonuses to Craft (Alchemy) checks.

Gain great resistance to negative side effects of drugs, and to drug addiction.

Gain the ability to brew potions higher than 3rd level.


Does this sound like an interesting prestige class concept to you folks?
 

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very cool idea maybe they could get a "Discovery" class ability every couple of levels and the player could try and come up with something,... just a thought
 


Alchemical Zealot

Careful. Careful, adding the reagents ever so precisely. One drop camphor, one drop whynnis, and two drams of dreamsmoke extract to three cups of water... Allow to steam... Ah. Delightful. Better than combat stimulants. After all, who would appreciate my product better than its maker?

Prerequisites:
Craft (Alchemy): 8 ranks
Craft (Poisonmaker): 4 ranks
Profession (Apothecary): 4 ranks
Heal: 2 ranks
Skill Focus (Alchemy)
Fort Save: +4
Special: In order to master the breadth of skills necessary to be a true chemist, a prospective character must have created and used at least one poison, one drug, and one grenade-like alchemical weapon, and have been addicted to at least one performance enhancing drug.

----------
Basic class features:
Base Attack bonus: As cleric
Good saves: Fortitude
Skill Points/Level: 4 + Int modifier
Class Skills: Climb, Concentration, Craft (All), Heal, Jump, Knowledge (Arcana), Profession (All), Ride, Spellcraft

Class Abilities by level:
1: +1 Save vs. Poison and Drugs, Poison Use, Master Chemist
2: Syringe
3: +2 Save vs. Poison and Drugs, Cut Dosage (I)
4: Ampule
5: +3 Save vs. Poison and Drugs, Junkie
6: Sneak Injection
7: +4 Save vs. Poison and Drugs, Aortal Injection
8: Cut Dosage (II)
9: +5 Save vs. Poison and Drugs
10: Intravenous
11: +6 Save vs. Poison and Drugs

Bonus to Save vs. Poison and Drugs: Apply the listed bonus from the table to all saving throws against poisons and drugs, including saving throws against addiction. Zealots develop increasing resistance towards unwanted chemicals in their body.

Poison Use: Alchemical zealots are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.

Master Chemist: Zealots receive a bonus to Craft (Alchemy) checks equal to twice their Zealot level, and a bonus to Craft (Poisonmaking) checks equal to their Zealot level. The alchemical zealot is years ahead of his time when it comes to chemical lore.

Syringe: The alchemical zealot has learned how to create syringes, learning just enough glass-blowing and metalsmithing to produce the necessary components, and can use them to quickly inject alchemical items that benefit him (such as Healing Salve or Antitoxin) directly in to his bloodstream. It takes one day and 1 gp to create each syringe, which may be reused. They weigh approximately 1/10th of a lb while loaded and have a negligible weight while empty. A syringe has hardness 1 and 1 hit point.
Loading a dose of alchemical substance in to a syringe is a full round action that provokes an attack of opportunity. Injecting a substance in to yourself is a move action that provokes an attack of opportunity and inflicts 1 point of subdual damage. Injecting a substance in to others is a standard action that provokes an attack of opportunity (and requires an attack roll unless the target is willing).
You can use a syringe to inject drugs of the Injury type.

Cut Dosage: Zealots learn to create more effective and reliable formula for their product. A alchemical zealot can produce alchemical items, Ampules, drugs, and poisons as though their market price were 3/4 normal. At 8th level, they can produce alchemical items, Ampules, drugs, and poisons as though their market price were 1/2 normal.

Ampule: The Alchemical Zealot gains the ability to take nonmagical chemicals and brew them in to clearly magical concoctions. The Alchemical Zealot effectively gains the Brew Potion feat in a different medium, allowing him to create injectible ampules that serve as potions. However, like syringes, they inflict 1 point of subdual damage on use.
An ampule is a small, single use syringe, frequently labeled as to its contents. Injecting yourself or another using an Ampule is a standard action that provokes an attack of opportunity (and requires an attack roll unless the target is willing).

Formulae: In order to use the Ampule ability, many Alchemical Zealots must learn new magical formulae.
Alchemical zealots of fourth level or higher learn 'virtual spells' that can only be used to qualify for the prerequisites to make Ampules. These spells are from the Alchemical Zealot formula list, described below. They know a number of virtual spells at each spell level as described in the following table, and cannot 'unlearn' a virtual spell to make room for a new one. Like a sorcerer, their choices are permanent.
Some of these spells are higher level than can normally be brewed using the Brew Potion feat. The ampule ability allows the alchemical zealot to create ampules of these spells at the normal formula for cost of a potion.
Code:
Level		0       1       2       3       4       5       6
    4		4       2       1       -       -       -       -
    5		4       3       2       1       -       -       -
    6		5       3       2       1       -       -       -
    7		5       4       3       2       1       -       -
    8		6       4       3       2       1       -       -
    9		6       5       4       3       2       1       -
   10		7       5       4       3       2       1       -
   11	    7       6       5       4       3       2       1
Formula List by level:
0 - Cure Minor Wounds, Detect Magic, Guidance, Light, Prestidigitation, Read Magic, Resistance, Virtue
1 - Change Self, Cure Light Wounds, Endure Elements, Enlarge, Expeditious Retreat, Jump, Magic Fang, Protection from Chaos/Evil/Good/Law, Reduce, Remove Fear, Spider Climb
2 - Aid, Alter Self, Barkskin, Blur, Bull's Strength, Cat's Grace, Darkvision, Delay Poison, Eagle's Splendor, Endurance, Fox's Cunning, Gentle Repose Invisibility, Owl's Wisdom, Remove Paralysis, Resist Elements, Restoration,Lesser, See Invisibility
3 - Blindness/Deafness, Blink, Contagion, Cure Moderate Wounds, Displacement, Fly, Gaseous Form, Haste, Magic Circle Against Chaos/Evil/Good/Law, Magic Fang,Greater, Negative Energy Protection, Neutralize Poison, Poison, Protection from Elements, Remove Blindness/Deafness, Remove Disease, Tongues, Water Breathing
4 - Baneful Polymorph, Cure Serious Wounds, Divine Power, Freedom of Movement, Improved Invisibility, Minor Globe of Invulnerability, Mnemonic Enhancer, Polymorph, Repel Vermin, Stoneskin
5 - Air Walk, Cure Critical Wounds, Death Ward, Restoration, Righteous Might, Spell Resistance, True Seeing
6 - Dispel Chaos/Evil/Good/Law, Eyebite, Heal, Globe of Invulnerability, Tenser's Transformation

Junkie: The alchemical zealots lifestyle is inherently unhealthy, and although they can adapt to this, there are inevitable weaknesses that result. The zealot gains the ability to willingly take a drug and make a fortitude save at its regular DC against the negative side effects of the drug. If the fortitude save is failed the drug affects them normally, but if they make the save, they suffer no negative side effects.
However, the zealot also becomes incurably Highly addicted to one drug of the GM's choice; however, this drug may not cost more than 50 gp per dose. Heal, Greater Restoration, Remove Disease, and similar magic have absolutely no effect on the degree of addiction the character suffers, though they can remove temporary ability damage that results from it. Limited Wish can negate the effects of the addiction for no more than a week, and Wish, Miracle, or Epic Spels can negate the addiction for no more than one month. Even losing enough levels in Alchemical Zealot to lose the Junkie ability cannot shake this addiction, but the zealot wouldn't gain an additional addiction if they dropped .

Sneak Injection: A zealot with this ability can inject another using a syringe or ampule as a standard action without provoking an attack of opportunity whenever they are flanking their target or their target is denied their Dex bonus to AC against their attack.

Aortal Injection: Zealots take big risks with their health to maximize their strength, and what does not kill them gives them enough strength to give it a better try. Once a day, plus one time per three points of constitution bonus, a Zealot may inject a syrine or ampule directly in to their aorta. Zealots must wear light armor or no armor in order to reach their aorta - Mithril medium armor is not considered to be light for this purpose. This puts immense strain on the zealots body, causing 1d4+1 points of constitution damage, but causes the contents of the syringe to either have double their effect or last twice as long at the Zealots option, depending on whether you hit an artery or a vein. For example, an Ampule of Bull's Strength would either grant a +8 enhancement bonus to strength for three minutes or a +4 enhancement bonus to strength for six minutes. An Ampule of Cure Critical Wounds, being an instantaneous effect, would cure 39 points of damage.
Two points of the constitution damage cannot be healed in any way short of a Wish, a Miracle, or Epic Magic until 24 hours have passed. A Zealot without this ability who attempts an Aortal Injection dies instantly from explosive internal bleeding.
As a side effect of the arterial fortitude that allows this ability, a zealot takes no subdual damage whenever they use a syringe or ampule.

Intravenous: At 10th level the zealot binds himself to his chemicals, crafting a metal device resembling a bracer (taking up the bracer slot for magic items on his body) that has a permanent connection to his blood supply. This intravenous feed weighs three pounds, has a hardness of 10 and 10 hit points, and cannot be removed. It takes one week to build and attach it.
A syringe or ampule can be loaded in to the bracer (or removed after being injected) as a full round action that provokes an attack of opportunity. A syringe or ampule loaded in the bracer can be injected in to the zealot as a free action that does not provoke an attack of opportunty by pressing a pressure valve on the top.
Zealots typically enchant their intravenous bracers using magic. It is of high enough quality to be imbued with magical power.
This ability cannot be used for an aortal injection.
 


Certainly an inspired idea. I personally do not care for the drug user/addict angle of the class, but I understand that is your choice as the author. I love the ability to create "potions" for higher level spells. I would prefer to have an ability to create more powerful chemical grenade weapons (alchemical fireballs, etc.), and an ability to deliver injections at range would be cool too.

Nice Work,
Brian
 

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