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Help with an Alchemist Class
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<blockquote data-quote="JDowling" data-source="post: 1182458" data-attributes="member: 12596"><p>Using 3E at the moment, may convert to 3.5 at some point. I've been working on a campaign setting which shuns arcane magic, divine magic is elemental worship and druids. it is a post-apocolypse setting. Largely fantasy, with elements of technology.</p><p></p><p>I want Alchemists to be a class. What an Alchemist can do is as follows:</p><p>1 - make lots of stuff (replacement limbs, gunpower, special bullets with spell-like effects, other goodies)</p><p></p><p>2 - proform "alchemical transmutations" (create a spear out of sand, change water into wine, etc).</p><p></p><p>Limits on the transmutations are:</p><p>1 - Equal Value exchange. You can't turn a pebble into an ocean.</p><p>2 - No human transmutations. You can't bring back the dead. No "plastic surgery". No putting wings on a human by combining a bird with human.</p><p></p><p>benefits - all such transmutations are perminent.</p><p></p><p>I'm looking for a way to work out the transmutations via D&D rules but I don't want them to be "just another flavor of magic." So, I'd really like something that isn't just spell levels and spell effects.</p><p></p><p>I have a loose system worked out using the alchemy skill for the transmutations, but I can't seem to get it balanced. I want a low level alchemist to be useful on an adventure. But I want a high level alchemist to be impressive. The way I've been setting it up either low level are too powerful, or high level are too weak.</p><p></p><p>Any ideas? here's the chart I've been working with:</p><p>Task DC Notes</p><p>---- -- -----</p><p>Base DC 5 </p><p>Per lb. weight +1 </p><p>Class change +10 metal, gem</p><p>Kingdom change +20 animal, vegetable, mineral</p></blockquote><p></p>
[QUOTE="JDowling, post: 1182458, member: 12596"] Using 3E at the moment, may convert to 3.5 at some point. I've been working on a campaign setting which shuns arcane magic, divine magic is elemental worship and druids. it is a post-apocolypse setting. Largely fantasy, with elements of technology. I want Alchemists to be a class. What an Alchemist can do is as follows: 1 - make lots of stuff (replacement limbs, gunpower, special bullets with spell-like effects, other goodies) 2 - proform "alchemical transmutations" (create a spear out of sand, change water into wine, etc). Limits on the transmutations are: 1 - Equal Value exchange. You can't turn a pebble into an ocean. 2 - No human transmutations. You can't bring back the dead. No "plastic surgery". No putting wings on a human by combining a bird with human. benefits - all such transmutations are perminent. I'm looking for a way to work out the transmutations via D&D rules but I don't want them to be "just another flavor of magic." So, I'd really like something that isn't just spell levels and spell effects. I have a loose system worked out using the alchemy skill for the transmutations, but I can't seem to get it balanced. I want a low level alchemist to be useful on an adventure. But I want a high level alchemist to be impressive. The way I've been setting it up either low level are too powerful, or high level are too weak. Any ideas? here's the chart I've been working with: Task DC Notes ---- -- ----- Base DC 5 Per lb. weight +1 Class change +10 metal, gem Kingdom change +20 animal, vegetable, mineral [/QUOTE]
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