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Final Fantasy Tactics Conversion (Wizard) #1
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<blockquote data-quote="killtr" data-source="post: 4599544" data-attributes="member: 81333"><p><strong>Chemist</strong></p><p></p><p>Edited for formatting purposes and to add <strong><em>x</em>th level potions</strong> class ability.</p><p></p><p>Hey,</p><p></p><p>Thanks for showing an interest. If anyone else wants to see, here's my chemist class. Comments or suggestions welcome.</p><p></p><p> <strong>Chemist (FFT Base Class)</strong></p><p> </p><p> Chemist who prescribes items to restore HP and treat abnormal status. Item throw ability.</p><p></p><p>Class Skills</p><p>The Chemist’s class skills are Appraise, Concentration, Craft, Decipher Script, Forgery, Heal, All Knowledges, Profession, Ride, Sense Motive, Spot, Survival, Swim, Use Rope</p><p></p><p>Skills Points at Each Level: 8 + Int</p><p></p><p>Hit Dice: d6</p><p></p><p>Level: BAB: Fort: Ref: Will: Abilities</p><p>1 - 0 - 0 - 0 - 2 - Equip Change, Potion, Antidote, Brew Potion</p><p>2 - 1 - 0 - 0 - 3 - Eye Drop, Poison Use</p><p>3 - 2 - 1 - 1 - 3 - Phoenix Down</p><p>4 - 3 - 1 - 1 - 4 - Move-Find Item</p><p>5 - 3 - 1 - 1 - 4 - Echo Grass</p><p>6 - 4 - 2 - 2 - 5 - Hi-Potion</p><p>7 - 5 - 2 - 2 - 5 - Maiden's Kiss, 4th level potions</p><p>8 - 6 - 2 - 2 - 6 - Soft, Resistance to Poisons</p><p>9 - 6 - 3 - 3 - 6 - Maintenance, 5th level potions</p><p>10 - 7 - 3 - 3 - 7 - x-Potion </p><p>11 - 8 - 3 - 3 - 7 - Ether, 6th level potions</p><p>12 - 9 - 4 - 4 - 8 - Throw Item </p><p>13 - 9 - 4 - 4 - 8 - Hi-Ether, 7th level potions</p><p>14 - 10 - 4 - 4 - 9 - Holy Water </p><p>15 - 11 - 5 - 5 - 9 - 8th level potions</p><p>16 - 12 - 5 - 5 - 10 - Auto Potion </p><p>17 - 12 - 5 - 5 - 10 - 9th level potions</p><p>18 - 13 - 6 - 6 - 11 – Remedy</p><p>19 - 14 - 6 - 6 - 11 - Immunity to Poisons</p><p>20 - 15 - 6 - 6 - 12 - Elixir</p><p> </p><p> Weapon Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff. Light Armor</p><p> </p><p> </p><p> Class Abilities</p><p><strong>Poison Use:</strong> Chemists are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.</p><p> <strong>Brew Potion</strong>: The Chemist gains the feat Brew Potion, even if he does not meet normal requirements.</p><p> <strong>Equip Change</strong>: The Chemist may retrieve and change weapons and armor faster than normal (not reload), see chart below</p><p><strong>Move-Find Item</strong>: Constant "take 10" search check while moving at base movement or slower</p><p><strong>Maintenance</strong>: +4 and gain AoO on opponents attempting to sunder, even enemies with improved sunder or equivalent feat/ability while adding Dex to AC</p><p><strong>Throw Item</strong>: May apply a potion or other alchemical item to another as a ranged touch attack with range of dagger</p><p><strong>Auto Potion</strong>: When damaged, lowest healing potion automatically activates adding Dex to AC</p><p> <strong><em>X</em></strong><strong>th level potions</strong>: A chemist can create potions higher than 3rd level for any spell he knows that fit the requirements for a potion (minus the level cap)</p><p> Ex: A 9th level Cleric, 9th level Chemist could create a potion of True Seeing (5th level, 2,250 gp)</p><p><strong>Resistance/Immunity to Poisons</strong>: At 8th level, working with potions starts to build a resistance to poison as a +4 bonus on all saves vs poison. This becomes immunity at level 19.</p><p> </p><p>Potions </p><p> <em>--Create with brew potion for 1/2 cost and 1/25 gp in xp)</em>, Caster Level equals the Chemist Class Level.</p><p><strong>Potion</strong>: Cure Light; Potion Level 1, gp cost 50</p><p><strong>Antidote</strong>: Neutralize Poison but only on poisons currently active (instantaneous); Potion Level 1, gp cost 50</p><p><strong>Eye Drop</strong>: Remove Blindness/Deafness (does not heal non-magical condition); Potion Level 1, gp cost 50</p><p><strong>Phoenix Down</strong>: Revive negative hp, but not dead to (level) hp; Potion Level 2, gp cost 300</p><p><strong>Echo Grass</strong>: Remove Silence; Potion Level 3, gp cost 750</p><p><strong>Hi-Potion</strong>: Cure Serious; Potion Level 3, gp cost 750</p><p><strong>Maiden's Kiss</strong>: Remove Baleful Polymorph or any resisted Polymorph; Potion Level 4, gp cost 1400</p><p><strong>Soft</strong>: Remove Petrification; Potion Level 4, gp cost 1400</p><p><strong>x-Potion</strong>: Heal; Potion Level 5, gp cost 2250</p><p><strong>Ether</strong>: Gain Mana or Spell(s) and spell-like ability(s). 4 levels or 7 pts; Potion Level 6, gp cost 3300</p><p><strong>Hi-Ether</strong>: Gain Mana or Spell(s) and spell-like ability(s). 6 levels or 11 pts; Potion Level 7, gp cost 4550</p><p><strong>Holy Water</strong>: Holy Water with Raise Dead (fft) effect; Potion Level 7, gp cost 4450</p><p><strong>Remedy</strong>: Dispels hostile magic or harmful effects as Esuna with CL Check; Potion Level 9, gp cost 7650</p><p><strong>Elixir</strong>: Heal and Recover 8 spell levels or 15 pts; Potion Level 9, gp cost 7650</p><p></p><p><u>Equip Change table:</u></p><p>Without : With</p><p>Swift Action : Free Action</p><p>Move Action : Swift Action</p><p>Standard Action : Move Action</p><p>Full Rd : Standard Action</p><p>1 Rd : Full Rd</p><p>2-10 Rds (1 minute) : 1 Rd</p><p>1 minute - 10 minutes : 1 minute</p><p>10 minutes+ : 10 minutes</p><p> </p><p> PLAYING A CHEMIST</p><p>The chemist is a starting class for many magic-users. They have much expertise in alchemy, and can create a wide variety of items with training.</p><p> Combat: Physically weak and unable to use most armors or shields, many chemists avoid combat altogether. Those who do face danger generally do not do so alone and stand in the rear supporting their fellow adventurers.</p><p> Advancement: Most Chemists become Priests or Wizards, however a few perfect the art of alchemy or train in combat arts to survive the dangers adventurers face. Some Martial Characters learn a small bit of alchemy to create basic potions and change equipement in battle.</p><p>---</p><p> </p><p></p><p>Hopefully someone can use this. Let me know if there's a specific class you'd like to see. Otherwise I'll post 1 or 2 more.</p></blockquote><p></p>
[QUOTE="killtr, post: 4599544, member: 81333"] [b]Chemist[/b] Edited for formatting purposes and to add [B][I]x[/I]th level potions[/B] class ability. Hey, Thanks for showing an interest. If anyone else wants to see, here's my chemist class. Comments or suggestions welcome. [B]Chemist (FFT Base Class)[/B] Chemist who prescribes items to restore HP and treat abnormal status. Item throw ability. Class Skills The Chemist’s class skills are Appraise, Concentration, Craft, Decipher Script, Forgery, Heal, All Knowledges, Profession, Ride, Sense Motive, Spot, Survival, Swim, Use Rope Skills Points at Each Level: 8 + Int Hit Dice: d6 Level: BAB: Fort: Ref: Will: Abilities 1 - 0 - 0 - 0 - 2 - Equip Change, Potion, Antidote, Brew Potion 2 - 1 - 0 - 0 - 3 - Eye Drop, Poison Use 3 - 2 - 1 - 1 - 3 - Phoenix Down 4 - 3 - 1 - 1 - 4 - Move-Find Item 5 - 3 - 1 - 1 - 4 - Echo Grass 6 - 4 - 2 - 2 - 5 - Hi-Potion 7 - 5 - 2 - 2 - 5 - Maiden's Kiss, 4th level potions 8 - 6 - 2 - 2 - 6 - Soft, Resistance to Poisons 9 - 6 - 3 - 3 - 6 - Maintenance, 5th level potions 10 - 7 - 3 - 3 - 7 - x-Potion 11 - 8 - 3 - 3 - 7 - Ether, 6th level potions 12 - 9 - 4 - 4 - 8 - Throw Item 13 - 9 - 4 - 4 - 8 - Hi-Ether, 7th level potions 14 - 10 - 4 - 4 - 9 - Holy Water 15 - 11 - 5 - 5 - 9 - 8th level potions 16 - 12 - 5 - 5 - 10 - Auto Potion 17 - 12 - 5 - 5 - 10 - 9th level potions 18 - 13 - 6 - 6 - 11 – Remedy 19 - 14 - 6 - 6 - 11 - Immunity to Poisons 20 - 15 - 6 - 6 - 12 - Elixir Weapon Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff. Light Armor Class Abilities [B]Poison Use:[/B] Chemists are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. [B]Brew Potion[/B]: The Chemist gains the feat Brew Potion, even if he does not meet normal requirements. [B]Equip Change[/B]: The Chemist may retrieve and change weapons and armor faster than normal (not reload), see chart below [B]Move-Find Item[/B]: Constant "take 10" search check while moving at base movement or slower [B]Maintenance[/B]: +4 and gain AoO on opponents attempting to sunder, even enemies with improved sunder or equivalent feat/ability while adding Dex to AC [B]Throw Item[/B]: May apply a potion or other alchemical item to another as a ranged touch attack with range of dagger [B]Auto Potion[/B]: When damaged, lowest healing potion automatically activates adding Dex to AC [B][I]X[/I][/B][B]th level potions[/B]: A chemist can create potions higher than 3rd level for any spell he knows that fit the requirements for a potion (minus the level cap) Ex: A 9th level Cleric, 9th level Chemist could create a potion of True Seeing (5th level, 2,250 gp) [B]Resistance/Immunity to Poisons[/B]: At 8th level, working with potions starts to build a resistance to poison as a +4 bonus on all saves vs poison. This becomes immunity at level 19. Potions [I]--Create with brew potion for 1/2 cost and 1/25 gp in xp)[/I], Caster Level equals the Chemist Class Level. [B]Potion[/B]: Cure Light; Potion Level 1, gp cost 50 [B]Antidote[/B]: Neutralize Poison but only on poisons currently active (instantaneous); Potion Level 1, gp cost 50 [B]Eye Drop[/B]: Remove Blindness/Deafness (does not heal non-magical condition); Potion Level 1, gp cost 50 [B]Phoenix Down[/B]: Revive negative hp, but not dead to (level) hp; Potion Level 2, gp cost 300 [B]Echo Grass[/B]: Remove Silence; Potion Level 3, gp cost 750 [B]Hi-Potion[/B]: Cure Serious; Potion Level 3, gp cost 750 [B]Maiden's Kiss[/B]: Remove Baleful Polymorph or any resisted Polymorph; Potion Level 4, gp cost 1400 [B]Soft[/B]: Remove Petrification; Potion Level 4, gp cost 1400 [B]x-Potion[/B]: Heal; Potion Level 5, gp cost 2250 [B]Ether[/B]: Gain Mana or Spell(s) and spell-like ability(s). 4 levels or 7 pts; Potion Level 6, gp cost 3300 [B]Hi-Ether[/B]: Gain Mana or Spell(s) and spell-like ability(s). 6 levels or 11 pts; Potion Level 7, gp cost 4550 [B]Holy Water[/B]: Holy Water with Raise Dead (fft) effect; Potion Level 7, gp cost 4450 [B]Remedy[/B]: Dispels hostile magic or harmful effects as Esuna with CL Check; Potion Level 9, gp cost 7650 [B]Elixir[/B]: Heal and Recover 8 spell levels or 15 pts; Potion Level 9, gp cost 7650 [U]Equip Change table:[/U] Without : With Swift Action : Free Action Move Action : Swift Action Standard Action : Move Action Full Rd : Standard Action 1 Rd : Full Rd 2-10 Rds (1 minute) : 1 Rd 1 minute - 10 minutes : 1 minute 10 minutes+ : 10 minutes PLAYING A CHEMIST The chemist is a starting class for many magic-users. They have much expertise in alchemy, and can create a wide variety of items with training. Combat: Physically weak and unable to use most armors or shields, many chemists avoid combat altogether. Those who do face danger generally do not do so alone and stand in the rear supporting their fellow adventurers. Advancement: Most Chemists become Priests or Wizards, however a few perfect the art of alchemy or train in combat arts to survive the dangers adventurers face. Some Martial Characters learn a small bit of alchemy to create basic potions and change equipement in battle. --- Hopefully someone can use this. Let me know if there's a specific class you'd like to see. Otherwise I'll post 1 or 2 more. [/QUOTE]
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