Hi guys. My player asked me if I can homebrew an alchemist class for him since he wanted the potion and bomb type and the artificer in Eberron did not really get his attention since it plays as a smith, tinkerer, or trapsmith. Anyhow, I did make a hombrew version but I used the Essentials format since it is more flexible in my opinion. This is the alchemist class that i made. Please comment and rate. I would really appreciate your help guys. (I borrowed the idea from Pathfinder's Advanced Player's Guide)
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Artificer
Arcane Leader: You lead and help your allies through your wide selection of alchemical items and reagents. Your signature bombs let you lean toward controller as a secondary role.
Why This Is the Class for You: You like playing a character that creates potions, bombs, and other alchemical items that does unique and strange stuff.
The type of artificer you can create with this book is an alchemist.
Alchemist
Key Abilities: Intelligence, Wisdom
Alchemists use their arcane ability to experiment and discover new and unique ways to affect their surroundings. They study and observe a lot to expand their knowledge about the cause and effect of things. They are drawn to travelling to find newer reagents and ingredients for their experiments. Although they are empowered by arcane forces, alchemists take time to study nature because most of their ingredients come from the natural world.
The alchemist creates three types of alchemical solutions: extracts, bombs, and mutagens. Extracts are potions that produce a magical effect when used. Bombs are exploding and damaging alchemical solution. Mutagens are potions that transform or enhance the physical appearance and ability of the user when applied or ingested.
An alchemist’s aims to discover the greatest goals every alchemist in the world covets. They are the Philosopher’s Stone which lets them transmute any material into gold and silver, the panacea which can cure any disease, and the Elixir of Life.
Creating an Alchemist
Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 Fortitude, +1 Will
Healing Surges per day: 6 + your Constitution modifier.
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, staffs, wands
Class Skills: Arcana (Int), Nature (Wis), Dungeoneering (Wis), History (Int), Heal (Wis), Perception (Wis), Diplomacy (Cha)
Trained Skills: Arcana. You choose four more from your list of class skills.
Level 1: Alchemist
Benefit: You have Alchemist as a bonus feat.
Level 1: Brew Potion
Benefit: You can use the ritual Brew Potion even if you do not have the Ritual Casting feat.
Level 1: Healing Infusion
Benefit: You have the Artificer’s Healing Infusion power.
Level 1: Transmute
Benefit: You gain the Transmute power.
Transmute Artificer Utility
Daily * Arcane, Transmutation
Minor Action Melee 1
Target: one object up to 5 feet in height and width.
Requirement: You must use this power after an extended rest.
Effect: You can change one material you touch to another form except precious stones and metals unless you have a Philosopher’s Stone. You can also change the material into weapons which has the specific weapon’s statistics. Traps that are transmuted are automatically triggered. For example, you can transmute a 10 feet stone wall into vines, or you can transmute a spike trap into clay but the trapped attacks you first.
Level 1: At-will Powers
Benefit: You can gain two from the artificer’s list of at-will attack powers or from the following of your choice.
Alchemical Weapon Artificer Attack 1
At-will * Arcane, Weapon
Standard Action Melee or Range weapon
Target: one creature
Attack: Intelligence vs. AC or Fortitude
Hit: 1[W] + Intelligence modifier damage and you can add one of the following effects:
*The target is slowed until the end of your next turn.
*The target takes a -2 penalty to attack rolls.
*The target takes a -2 penalty to saving throws.
Leeching Weapon Artificer Attack 1
At-will * Arcane, Weapon
Standard Action Melee or Range weapon
Target: one creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage and you or one ally adjacent to the target gains 2 hit points.
Level 1: Bomb
Bomb Artificer Attack 1
Encounter * Arcane, Implement, Varies
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage.
Effect: You can add an effect using your Bomb Upgrades.
Level 1: Bomb Upgrade
Benefit: You gain two of the following abilities of your choice.
Acid Bomb
Benefit: Your bomb deals acid damage and the target takes -2 penalty to AC until the end of your next turn.
Concussive Bomb
Benefit: Your bomb targets Fortitude instead and deals thunder damage. It also deals an extra 2 thunder damage for every creature that is in the burst that is greater than one. The target is also deafened (save ends).
Dispelling Bomb
Benefit: Your bomb removes any bonuses your enemies have. It also removes any penalties your allies have but does not deal damage to them.
Explosive Bomb
Benefit: Your bomb deals fire damage and deals an extra 1d6 fire damage. The area becomes area burst 2 within 10 squares.
Force Bomb
Benefit: Your bomb deals force damage and deals an extra force damage equal to your Wisdom modifier. The target is knocked prone if they are hit.
Frost Bomb
Benefit: Your bomb targets Fortitude instead and deals cold damage. Targets hit is also immobilized until the end of your next turn or slowed (save ends).
Inferno Bomb
Benefit: Your bomb deals fire damage and the burst creates a zone of fire. The zone lasts until the end of your next turn. Any creature that starts or moves in the zone takes 1d6 fire damage. This damage can only be taken once per round.
Madness Bomb
Benefit: Your bomb deals psychic damage and the target takes -2 to Will until the end of your next turn.
Poison Bomb
Benefit: Your bomb deals poison damage and the target takes 5 poison damage at the start of their turn. This effect ends until the end of your next turn.
Shock Bomb
Benefit: Your bomb deals lightning damage and the target is dazed until the end of your next turn.
Smoke Bomb
Benefit: Your bomb creates a zone of smoke clouds in the area and lasts until the end of your next turn. Any creature inside the smoke has total concealment. Allies hit with this bomb are not damaged.
Sticky Bomb
Benefit: The bomb attaches to a target and does not explode (save ends). For each failed saving throw, the bomb deals an extra 1d4 damage. The bomb explodes when the target succeeds on its saving throw.
Stink Bomb
Benefit: The bomb targets Fortitude and deals poison damage. The bomb creates a zone of stench in the area that lasts until the end of your next turn. Targets that start their turn inside the zone are dazed until the start of their next turn.
Flash Bomb
Benefit: The bomb deals radiant damage and the target is blinded until the end of your next turn.
Level 1: Daily Powers
Benefit: You gain one of the following powers.
Hulking Mutagen
Daily * Arcane, Alchemical, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target takes on a hulking form and gains a +2 bonus to Fortitude and has 15 temporary hit points. The target also gains a natural weapon that has a +2 proficiency and deals 1d10 damage. The weapon is considered a mace and uses the target’s weapon’s enhancement bonuses for the purpose of critical hits. If the target attacks using the natural weapon and uses Strength as its primary ability, the attack deals an extra 3 to damage rolls. This form lasts until the end of the encounter.
Acceleration Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target takes on a lean and lightweight form and gains a +2 bonus to speed, AC, and Reflex until the end of the encounter. If the target attacks using Dexterity as its primary ability while on this effect, it has a +1 bonus to attack rolls and deals an extra 1d6 to damage rolls.
Flaming Mutagen
Daily * Arcane, Fire, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target takes on a flaming form and is insubstantial until the end of the encounter. If an enemy ends its turn beside the target while on this effect, the enemy takes the target’s highest ability score modifier as fire damage.
Level 2: Utility Powers
Benefit: You gain one of the artificer’s utility powers that are within your level or lower.
Level 3: Improved Bombs
Benefit: You can use your bombs encounter power twice but you can still use it once per round.
Level 3: Bomb Upgrade
Benefit: You gain another one of the abilities from the list of bomb upgrades.
Level 4: Ability score increase
Benefit: You raise two of your ability scores by 1.
Level 4: Delayed Bomb
Benefit: Once per encounter, you can target a square to place your bomb. The bomb has an action of immediate reaction instead of the usual standard action and you can specify the trigger. If no trigger is specified, the default trigger is when a creature becomes adjacent to the bomb.
Level 5: Daily Power
Benefit: You gain one of the following powers.
Hideous Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: You take on the form of a very ugly and monstrous façade. Until the end of the encounter, all of your attacks has the Rattling keyword and enemies adjacent to you takes -2 penalty to their attack rolls. If the target attacks using Charisma as its primary ability and hits while on this effect, the target can slide the enemy up to 2 squares.
Ghost Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target takes on a ghostly form and is insubstantial until the end of the encounter. The target has also fly speed (hover) equal to its speed and can pass through any objects. If the target attacks using Intelligence or Wisdom as its primary ability while on this effect, the attack deals extra 1d6 cold damage to damage rolls.
Axe Hand Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target’s hand held items disappears as its hands transform into an axe until the end of the encounter. The axe has the same game statistics as the greataxe and uses the target’s weapon’s enhancement bonuses for the purpose of critical hits. The target’s melee attacks can score a critical hit on a roll between 18 – 20 while on this effect.
Level 6: Utility Powers
Benefit: You choose one of the artificer’s utility powers that are the same as your level or lower.
Enhanced Bomb Artificer Utility 6
Daily * Arcane
Minor Action Self
Effect: The next bomb encounter power you use that hits has one of the following effects:
*If the effect of the Bomb Upgrade that is not a zone lasts until the end of your next turn, the effect becomes ongoing (save ends) and enemies take a -2 penalty on saving throws.
*If the effect of the Bomb Upgrade creates a zone, the zone persists with a minor action and can be moved 2 squares with a move action.
*if the effect of the Bomb Upgrade does not create a zone and does not last until the end of your next turn, it deals an extra 2d8 damage.
Level 7: Improved Bombs
Benefit: You can use your bombs encounter power three times but you can still use it once per round.
Level 7: Bomb Upgrade
Benefit: You gain another one of the abilities from the list of bomb upgrades.
Level 8: Ability score increase
Benefit: You raise two of your ability scores by 1.
Level 8: Elixir of Life
Benefit: You gain the Elixir of Life power.
Elixir of Life Artificer Utility
Daily * Arcane, Healing
Minor Action Melee 1
Requirement: You must use this power at the end of an extended rest.
Target: One creature that died no more than 24 hours ago.
Effect: The target is restored to life with full hit points and healing surges. The target loses two healing surges. The target can’t regain the lost surges until the target reaches three milestones or takes three extended rests.
Level 9: Daily Powers
Benefit: You gain one of the following powers.
Growth Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target’s size changes into Large and the target has Reach 2 until the end of the encounter. The target’s weapon damage dice increases by one. If the target attacks and uses Strength or Constitution as its primary ability score and hits while on this effect, the enemy is knocked prone.
Caustic Ooze Mutagen
Daily * Arcane, Polymorph, Acid
Minor Action Close burst 5
Target: self or one ally
Effect: The target’s flesh becomes acidic and an ooze until the end of the encounter. While in this effect, the target can shift 2 squares as a move action. Also, if the target shifts in an enemy’s square, the enemy takes 1d6 acid damage. The target can’t end its shift in an occupied square.
Iron Spike Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target’s flesh becomes metal and spikes until the end of the encounter. While on this effect, the target gains resist 5 damage and enemies that hit the target with a melee attack takes 3 + the target’s highest ability score as damage.
Level 10: Utility Powers
Benefit: You choose one of the artificer’s utility powers that are the same as your level or lower.
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Artificer
Arcane Leader: You lead and help your allies through your wide selection of alchemical items and reagents. Your signature bombs let you lean toward controller as a secondary role.
Why This Is the Class for You: You like playing a character that creates potions, bombs, and other alchemical items that does unique and strange stuff.
The type of artificer you can create with this book is an alchemist.
Alchemist
Key Abilities: Intelligence, Wisdom
Alchemists use their arcane ability to experiment and discover new and unique ways to affect their surroundings. They study and observe a lot to expand their knowledge about the cause and effect of things. They are drawn to travelling to find newer reagents and ingredients for their experiments. Although they are empowered by arcane forces, alchemists take time to study nature because most of their ingredients come from the natural world.
The alchemist creates three types of alchemical solutions: extracts, bombs, and mutagens. Extracts are potions that produce a magical effect when used. Bombs are exploding and damaging alchemical solution. Mutagens are potions that transform or enhance the physical appearance and ability of the user when applied or ingested.
An alchemist’s aims to discover the greatest goals every alchemist in the world covets. They are the Philosopher’s Stone which lets them transmute any material into gold and silver, the panacea which can cure any disease, and the Elixir of Life.
Creating an Alchemist
Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 Fortitude, +1 Will
Healing Surges per day: 6 + your Constitution modifier.
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, staffs, wands
Class Skills: Arcana (Int), Nature (Wis), Dungeoneering (Wis), History (Int), Heal (Wis), Perception (Wis), Diplomacy (Cha)
Trained Skills: Arcana. You choose four more from your list of class skills.
Level 1: Alchemist
Benefit: You have Alchemist as a bonus feat.
Level 1: Brew Potion
Benefit: You can use the ritual Brew Potion even if you do not have the Ritual Casting feat.
Level 1: Healing Infusion
Benefit: You have the Artificer’s Healing Infusion power.
Level 1: Transmute
Benefit: You gain the Transmute power.
Transmute Artificer Utility
Daily * Arcane, Transmutation
Minor Action Melee 1
Target: one object up to 5 feet in height and width.
Requirement: You must use this power after an extended rest.
Effect: You can change one material you touch to another form except precious stones and metals unless you have a Philosopher’s Stone. You can also change the material into weapons which has the specific weapon’s statistics. Traps that are transmuted are automatically triggered. For example, you can transmute a 10 feet stone wall into vines, or you can transmute a spike trap into clay but the trapped attacks you first.
Level 1: At-will Powers
Benefit: You can gain two from the artificer’s list of at-will attack powers or from the following of your choice.
Alchemical Weapon Artificer Attack 1
At-will * Arcane, Weapon
Standard Action Melee or Range weapon
Target: one creature
Attack: Intelligence vs. AC or Fortitude
Hit: 1[W] + Intelligence modifier damage and you can add one of the following effects:
*The target is slowed until the end of your next turn.
*The target takes a -2 penalty to attack rolls.
*The target takes a -2 penalty to saving throws.
Leeching Weapon Artificer Attack 1
At-will * Arcane, Weapon
Standard Action Melee or Range weapon
Target: one creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage and you or one ally adjacent to the target gains 2 hit points.
Level 1: Bomb
Bomb Artificer Attack 1
Encounter * Arcane, Implement, Varies
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage.
Effect: You can add an effect using your Bomb Upgrades.
Level 1: Bomb Upgrade
Benefit: You gain two of the following abilities of your choice.
Acid Bomb
Benefit: Your bomb deals acid damage and the target takes -2 penalty to AC until the end of your next turn.
Concussive Bomb
Benefit: Your bomb targets Fortitude instead and deals thunder damage. It also deals an extra 2 thunder damage for every creature that is in the burst that is greater than one. The target is also deafened (save ends).
Dispelling Bomb
Benefit: Your bomb removes any bonuses your enemies have. It also removes any penalties your allies have but does not deal damage to them.
Explosive Bomb
Benefit: Your bomb deals fire damage and deals an extra 1d6 fire damage. The area becomes area burst 2 within 10 squares.
Force Bomb
Benefit: Your bomb deals force damage and deals an extra force damage equal to your Wisdom modifier. The target is knocked prone if they are hit.
Frost Bomb
Benefit: Your bomb targets Fortitude instead and deals cold damage. Targets hit is also immobilized until the end of your next turn or slowed (save ends).
Inferno Bomb
Benefit: Your bomb deals fire damage and the burst creates a zone of fire. The zone lasts until the end of your next turn. Any creature that starts or moves in the zone takes 1d6 fire damage. This damage can only be taken once per round.
Madness Bomb
Benefit: Your bomb deals psychic damage and the target takes -2 to Will until the end of your next turn.
Poison Bomb
Benefit: Your bomb deals poison damage and the target takes 5 poison damage at the start of their turn. This effect ends until the end of your next turn.
Shock Bomb
Benefit: Your bomb deals lightning damage and the target is dazed until the end of your next turn.
Smoke Bomb
Benefit: Your bomb creates a zone of smoke clouds in the area and lasts until the end of your next turn. Any creature inside the smoke has total concealment. Allies hit with this bomb are not damaged.
Sticky Bomb
Benefit: The bomb attaches to a target and does not explode (save ends). For each failed saving throw, the bomb deals an extra 1d4 damage. The bomb explodes when the target succeeds on its saving throw.
Stink Bomb
Benefit: The bomb targets Fortitude and deals poison damage. The bomb creates a zone of stench in the area that lasts until the end of your next turn. Targets that start their turn inside the zone are dazed until the start of their next turn.
Flash Bomb
Benefit: The bomb deals radiant damage and the target is blinded until the end of your next turn.
Level 1: Daily Powers
Benefit: You gain one of the following powers.
Hulking Mutagen
Daily * Arcane, Alchemical, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target takes on a hulking form and gains a +2 bonus to Fortitude and has 15 temporary hit points. The target also gains a natural weapon that has a +2 proficiency and deals 1d10 damage. The weapon is considered a mace and uses the target’s weapon’s enhancement bonuses for the purpose of critical hits. If the target attacks using the natural weapon and uses Strength as its primary ability, the attack deals an extra 3 to damage rolls. This form lasts until the end of the encounter.
Acceleration Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target takes on a lean and lightweight form and gains a +2 bonus to speed, AC, and Reflex until the end of the encounter. If the target attacks using Dexterity as its primary ability while on this effect, it has a +1 bonus to attack rolls and deals an extra 1d6 to damage rolls.
Flaming Mutagen
Daily * Arcane, Fire, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target takes on a flaming form and is insubstantial until the end of the encounter. If an enemy ends its turn beside the target while on this effect, the enemy takes the target’s highest ability score modifier as fire damage.
Level 2: Utility Powers
Benefit: You gain one of the artificer’s utility powers that are within your level or lower.
Level 3: Improved Bombs
Benefit: You can use your bombs encounter power twice but you can still use it once per round.
Level 3: Bomb Upgrade
Benefit: You gain another one of the abilities from the list of bomb upgrades.
Level 4: Ability score increase
Benefit: You raise two of your ability scores by 1.
Level 4: Delayed Bomb
Benefit: Once per encounter, you can target a square to place your bomb. The bomb has an action of immediate reaction instead of the usual standard action and you can specify the trigger. If no trigger is specified, the default trigger is when a creature becomes adjacent to the bomb.
Level 5: Daily Power
Benefit: You gain one of the following powers.
Hideous Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: You take on the form of a very ugly and monstrous façade. Until the end of the encounter, all of your attacks has the Rattling keyword and enemies adjacent to you takes -2 penalty to their attack rolls. If the target attacks using Charisma as its primary ability and hits while on this effect, the target can slide the enemy up to 2 squares.
Ghost Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target takes on a ghostly form and is insubstantial until the end of the encounter. The target has also fly speed (hover) equal to its speed and can pass through any objects. If the target attacks using Intelligence or Wisdom as its primary ability while on this effect, the attack deals extra 1d6 cold damage to damage rolls.
Axe Hand Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target’s hand held items disappears as its hands transform into an axe until the end of the encounter. The axe has the same game statistics as the greataxe and uses the target’s weapon’s enhancement bonuses for the purpose of critical hits. The target’s melee attacks can score a critical hit on a roll between 18 – 20 while on this effect.
Level 6: Utility Powers
Benefit: You choose one of the artificer’s utility powers that are the same as your level or lower.
Enhanced Bomb Artificer Utility 6
Daily * Arcane
Minor Action Self
Effect: The next bomb encounter power you use that hits has one of the following effects:
*If the effect of the Bomb Upgrade that is not a zone lasts until the end of your next turn, the effect becomes ongoing (save ends) and enemies take a -2 penalty on saving throws.
*If the effect of the Bomb Upgrade creates a zone, the zone persists with a minor action and can be moved 2 squares with a move action.
*if the effect of the Bomb Upgrade does not create a zone and does not last until the end of your next turn, it deals an extra 2d8 damage.
Level 7: Improved Bombs
Benefit: You can use your bombs encounter power three times but you can still use it once per round.
Level 7: Bomb Upgrade
Benefit: You gain another one of the abilities from the list of bomb upgrades.
Level 8: Ability score increase
Benefit: You raise two of your ability scores by 1.
Level 8: Elixir of Life
Benefit: You gain the Elixir of Life power.
Elixir of Life Artificer Utility
Daily * Arcane, Healing
Minor Action Melee 1
Requirement: You must use this power at the end of an extended rest.
Target: One creature that died no more than 24 hours ago.
Effect: The target is restored to life with full hit points and healing surges. The target loses two healing surges. The target can’t regain the lost surges until the target reaches three milestones or takes three extended rests.
Level 9: Daily Powers
Benefit: You gain one of the following powers.
Growth Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target’s size changes into Large and the target has Reach 2 until the end of the encounter. The target’s weapon damage dice increases by one. If the target attacks and uses Strength or Constitution as its primary ability score and hits while on this effect, the enemy is knocked prone.
Caustic Ooze Mutagen
Daily * Arcane, Polymorph, Acid
Minor Action Close burst 5
Target: self or one ally
Effect: The target’s flesh becomes acidic and an ooze until the end of the encounter. While in this effect, the target can shift 2 squares as a move action. Also, if the target shifts in an enemy’s square, the enemy takes 1d6 acid damage. The target can’t end its shift in an occupied square.
Iron Spike Mutagen
Daily * Arcane, Polymorph
Minor Action Close burst 5
Target: self or one ally
Effect: The target’s flesh becomes metal and spikes until the end of the encounter. While on this effect, the target gains resist 5 damage and enemies that hit the target with a melee attack takes 3 + the target’s highest ability score as damage.
Level 10: Utility Powers
Benefit: You choose one of the artificer’s utility powers that are the same as your level or lower.