Elementalist Alchemist


Round 3: Alchemist and Inquisitor

RPG Superstar 2012 Top 32

This version of the alchemist allows the character to specialize in one of the four fields of study (bombs, elixirs, formulas, poisons), while dabbling to differing degrees in the other three fields of study. It's a bit complicated, and definitely needs a lot of editing and playtesting for balance, but I think it is a workable class.

Alchemist

BAB: +3/4
Good Saves: Fort and Reflex
Hit Dice: 1d8

Class Skills: Appraise, Craft, Disable Device, Fly, Heal, Knowledge (arcana, dungeoneering, engineering, nature, planes), Linguistics, Perception, Profession, Sleight of Hand, Spellcraft, Survival, Use Magic Device.

Skill Ranks Per Level: 4 + Int modifier.

Alchemists are proficient in all Simple Weapons and all light melee martial weapons. Alchemists are proficient in Light Armor, but not shields.

LEVEL ABILITY
1. Alchemy, Discovery, Doses
2. Discovery
3. Exalted Alchemy 2
4. Greater Alchemy 2
5. Discovery, Lesser Alchemy 2
6. Exalted Alchemy 3
7. Base Alchemy 2
8. Discovery, Greater Alchemy 3
9. Exalted Alchemy 4
10. Lesser Alchemy 3
11. Discovery
12. Exalted Alchemy 5, Greater Alchemy 4
13. Base Alchemy 3
14. Discovery
15. Exalted Alchemy 6, Lesser Alchemy 4
16. Greater Alchemy 5
17. Discovery
18. Exalted Alchemy 7
19. Base Alchemy 4
20. Discovery, Greater Alchemy 6, Lesser Alchemy 5

Alchemy (Bombs (Su), Elixirs (Su), Formulas (Sp), Poisons (Ex)) Alchemists learn to use 4 different kinds of alchemy: bombs, elixirs, formulas, and poisons. Bombs are normal alchemical items, such as acid or alchemist's fire, that the alchemist supernaturally empowers to greater effect. Elixirs are supernatural concoctions the alchemist brewed to enhance his physiology, often grotesquely. Formulas are spell-like abilities that alter the fundamental elements of creation. Poisons are natural toxins the alchemist has learned how to create.

Different alchemists specialize in different fields of study. At 1st level, the alchemist must choose one of the 4 fields of study (bomb, elixir, formula, or poison) and designate it his Exalted Alchemy. He must then designate the remaining fields of studies as Greater Alchemy, Lesser Alchemy, and Base Alchemy. In his Exalted Alchemy, an alchemist can eventually learn 7th level powers; in his Greater Alchemy an alchemist can eventually learn 6th level powers; in his Lesser Alchemy, an alchemist can eventually learn 5th level powers; and in his Base Alchemy, an alchemist can only learn upto 4th level powers.

At 1st level, an Alchemist learns two 1st level powers from his Exalted Alchemy and one 1st level power from each of his Greater, Lesser, and Base Alchemies. At 2nd level, and every level thereafter, the Alchemist learns an additional power from his Exalted Alchemy. At 3rd level, and every 3 levels thereafter, he can choose to learn a power from the next higher level. At 2nd level, and every level thereafter, the Alchemist also chooses an additional power for 1 of his three minor alchemies. After 2nd level, the alchemist cannot choose an alchemical power from the same field of study 2 levels in a row.

Bombs (Su). Alchemists can turn normal flasks of acid or alchemist's fire into bombs. The base damage increases to 1d10 at 1st level, +1d10 per increase in Power level. Increasing the damage of the alchemical item does not take an action; it is based on the alchemist's expertise with alchemical items. The Save DC of an alchemical item used by an alchemist, including his bombs, is 10 + 1/2 his alchemist class level + his Intelligence modifier. An Alchemist can spend one of his daily doses to produce a bomb.

Alchemical Bomb Powers

1. Increase Splash Radius by 5 feet
1. Cold Damage
1. Electrical Damage
1. Sonic Damage
1. Entangle 1 round per Int bonus + 1 per die of damage
1. Increase Range Increment to 20 feet
1. Obscuring Mist
1. Darkness

2. Increase Direct Hit Radius to 5 feet
2. +1d10 per round (Save negates, Upto Int bonus rounds)
2. Acid + sickened
2. Cold + fatigued
2. Electrical + dazed
2. Fire + dazzled
2. Sonic + deafened
2. Increase Range Increment to 30 feet
2. Fog Cloud
2. Glitterdust

3. Increase Direct Hit Radius to 10 feet
3. Force Damage
3. Negative Energy Damage
3. Bludgeoning Damage + Grease
3. Piercing Damage + Spike Stones
3. Slashing Damage + difficult terrain
3. Increase Range Increment to 40 feet
3. Stinking Cloud
3. Delay explosion (upto Int bonus rounds)

4. Increase Direct Hit Radius to 15 feet
4. +2d10 per round (Save negates, upto Int bonus rounds)
4. Acid + nauseated
4. Cold + exhausted
4. Electricity + stunned
4. Fire + blinded
4. Sonic + sunder/shatter
4. Increase Range Increment to 50 feet
4. Solid Fog

5. Increase Direct Hit Radius to 20 feet
5. Force Damage + Bullrushed out Area of Effect
5. Negative Energy + 1 negative level
5. Increase Range Increment to 60 feet
5. Bludgeoning + Black Tentacles
5. Piercing + Spike Stones (2d6)
5. Slashing + Bear-Trapped in place
5. Cloudkill

6. Increase Direct Hit Radius to 30 feet
6. +3d10/round (Save negates, upto Int bonus rounds)
6. Increase Range Increment to 70 feet
6. Acid Cloud
6. Acid + disolve (as disintegrate)
6. Cold + petrified (turn to ice)
6. Electricity + paralysis
6. Fire + incinerate (as disintegrate)
6. Sonic + shatter (as disintegrate)

7. Increase Direct Hit Radius to 40 feet
7. Increase Range Increment to 80 feet
7. Incendiary Cloud
7. Bludgeoning + Earthquake
7. Piercing + Wall of Thorns
7. Slashing + Blade Barrier
7. Force + Resilient Sphere
7. Negative Energy + 1d10 negative levels
7. Antimagic
7. Reverse Gravity

Elixirs (Su). Elixirs are alchemical concoctions brewed by the alchemist to enhance his physiology. If a non-alchemist drinks an elixir, they must make a Fortitude Save (DC 10 + 1/2 the alchemist's level + the alchemist's Int modifier) or become nauseated for 1 hour. Success means the subject is sickened for 1 minute. The effects of an elixir persist for 24 hours or until the alchemist drinks another elixir. Brewing an elixir takes 1 hour. An alchemist can use one of his daily doses to make an elixir.

Alchemical Elixirs

1. +2 Strength & monk-like unarmed damage
1. +2 Dexterity & +10 Speed & Weapon Finesse
1. +2 Consitution & +2 natural armor & Endurance
1. Breathe Fire once every 1d4 rounds (1d6/level), Fire Res 5
1. +4 Perception, darkvision, see invisible

2. +8 Acrobatics and Climb, +5 feet reach, brachiation
2. +8 Disguise and Stealth, Swift Invisiblity 1/1d4 rounds
2. Ram 2d6 +2d6 charging, Improved Bull Rush
2. Blindsense, Swift Fly 1/1d4 rounds or Shield
2. Enlarge

3. Bonespurs (1d6 vs non-reach, shot as shortbow or 1/minute sphere)
3. Venomous Bite
3. Scent and DR 5/silver and lick wounds (Con x level hp/day)
3. Displacement + 2 reaching tentacle attacks
3.

4. Overland Flight
4. Freedom of Movement
4. See in Darkness
4. +5 hit points/level
4.

5. SR 10 + level & Greater Dispel Magic by touch
5. Tremorsense
5.
5.
5.

6. Windwalker
6. Blindsight
6. Huge
6.
6.

7. Dark Discorporation
7. Constant Invisiblity
7. True Sight & +16 Sense Motive
7. Iron Body

Alchemical Formulas (Sp). Alchemical Formulas are spell-like abilities that alter or create one of the four classical elements: air, earth, fire, or water. To use an Alchemical Formula, the alchemist must make a Craft alchemy check with a DC of 10 + 5 x the power level of the alchemical formula. This DC of the Craft alchemy check increases by 2 for each additional time the alchemist attempts the same formula within 24 hours. Alchemical Formulas of levels 1 and 2 are called apprentice level formulas and deal exclusively with air, earth, fire, and water. Alchemical formulas of levels 3 and 4 are called journeyman level formulas, and deal with combining 2 elements to make other materials and energies. Alchemical formulas of levels 5 and 6 are called master level formulas, and deal with combining 3 elements together to make other materials and energies. 7th level formulas are grandmaster level, and can be used to create and alter living creatures. An alchemist can use one of his daily doses to grant himself a +5 bonus on the Craft alchemy check to use a formula.

Alchemical Formulas

1. Aura
Air 20% miss chance
Earth +4 AC
Fire 1d6 & Fire Res 5
Water DR 2/-

1. Blast
Air Ranged Combat Manuver (Bull Rush, Disarm, Trip)
Earth Magic Stone
Fire Produce Flame
Water non-lethal Produce "flame"

1. Melee
Air Updraft and falling damage
Earth 2d6 bludgeoning
Fire Flame Blade
Water Increase reach 5 feet

1. Movement
Air Featherfall & Jump
Earth Increased CMD, Pass without Trace, Flawless Stride
Fire +30 feet and Up the Walls
Water Swim speed & Hold Breath bonus

1. Area
Air Fog Cloud
Earth Stomp (reflex or prone) & difficult terrain
Fire Burning Hands
Water Non-lethal and Fort or Stun/Daze

1. Utility
Air Mage Hand/Unseen Servant w/ Str=CL, Ventriloquism
Earth Alarm
Fire Light/Faerie Fire
Water Create Water/Purify Water/Clean as Prestigitation

fire + water = acid
fire + earth = base metal
earth + water = cold
air + fire = electricity
air + earth = force
air + water = sonic

air + earth + fire =Exalted Metals
air + earth + water = Wood
air + fire + water = Poison? Healing? Medicine?
earth + fire + water = Death? (lack of breath?)

Air + Earth + Fire + Water = Living Creatures,

Alchemical Poisons (Ex). Alchemists can make alchemical poisons. These poisons cause ability damage (Str, Dex, Con, Int, Wis, or Cha), as chosen by the alchemist at the time of creation. Alchemical Poisons have a Fortitude Save DC of 10 + the alchemist's class level + his Intelligence modifier. Alchemical Poisons cause ability damage for a number of rounds equal to the Alchemist's Intelligence bonus (minimum 1), and are resisted after a single saving throw. The amount of the ability damage is based on the power level of the alchemist's field of study in in Poison:

1. 1d2
2. 1d3
3. 1d4
4. 1d6
5. 1d8
6. 1d10
7. 1d12

Alchemical Poisons also have one or more carrier effects, as selected as field of study powers. An alchemist can use one of his daily doses to create poison.

Alchemical Poison Effects

1. Bleed (1/2 alchemist level/round)
1. Dazed 1 rd
1. Dazzled 1 minute
1. Fascinated 1 minute
1. Fatigued 1 minute
1. Prone
1. Slowed Reactions (no AoO 1 rd)

2. Lesser Confused 1 rd
2. Entangled 1 min
2. Shaken 1 min
2. Sickened 1 min
2. Sleep 1 min/level
2. Spell Hindered (Concentration check DC increased by level 1 min)

3. Deafened
3. Exhausted 1 minute
3. Flatfooted 1 round
3. Grappled 1 minute
3. Slowed 1 minute
3. Stunned 1 round
3. Decreased Spell Resistance by 1 per round of failed saves
3. Weak Willed -1 Will/round
3. Wobbly -1 Reflex/round
3. Woozy -1 Fortitude/round
3. Silenced--cannot speak
3. Deep Slumber 10 minutes/level
3. -1 AC/round
3. Confused 1 round/level
3. Crushing Despair

4. Blinded
4. Negative Level
4. Frightened
4. Nauseated
4. Paralyzed
4. Staggered
4. Gain Energy Vulnerability
4. Dispels Magic
4. Suggestion
4. Reduce DR by 2/round of failed save
4. Zombify (re-animate as a zombie when killed)
4. Dimensionally Anchored
4. Modified Memory (forget)

5. Disabled
5. Pinned
5. Cannot regain hit points through magic
5. Lose DR
5. Dismissal
5. Cannot Breathe for 3 rounds/level
5. Nightmare

6. Panicked
6. Unconscious
6. Insane
6. Greater Dispel Magic
6. Antimagic
6. Discord

7. Cowering
7. Dead
7. Helpless
7. Petrified
7. 1 Negative Level/failed save
7. Does not naturally heal
7. Irresistable Dance
7. Temporal Stasis

Discovery. At 1st level, the alchemist learns a single discovery. He learns one additional discovery at 2nd level, and every 3 levels thereafter (5, 8, 11, 14, 17, and 20). The alchemist can always choose to learn a lower level discovery in place of a higher level discovery.

1. Trapfinding
1. Throw Anything
1. Elemental Focus +1 DC
1. Quickdraw Alchemy
1. Alchemical Deep Pockets
1. Poison Use
1. Add Int bonus to direct hit damage and splash damage

2. Poison Resistance 1
2. Brew Potion
2. Improved Craft Alchemy (+1/2 level)
2. Extend Poison (+1 round of duration)
2. Poison Focus (+2 Save DC)

5. Master Craftsman
5. Greater Elemental Focus
5. Greater Craft Alchemy (+1/level)
5. Mettle
5. Poison Resistance = Con bonus
5. Poison Use (move action)
5. Persistent Poison (2 consecutive saves to resist)
5. Double Dose (2 physical ability damage or 2 mental ability damage)

8. Two Elixirs
8. Advanced Potion Brewing
8. Create Homonoculus
8. Combine 2 Bombs
8. Empower Poison (x1.5 poison damage)
8. Transmute Poison (ability damage changed to ability drain)
8. Mixed Dose (1 physical and 1 mental ability damage)
8. Two Poison Effects

11. Poison Immunity
11. Steadfast Fortitude (re-roll failed Fort save)
11. Poison Use (swift action)
11. Maximize Poison (maximum ability damage)
11. Triple Dose (3 physical or 3 mental ability damage)

14. Three Elixirs
14. Combine 3 Bombs
14. Overwhelming Poison (overcomes poison immunity)
14. Double Mixed (2 physical and 2 mental ability damage)
14. Three Poison Effects

17. Eternal Youth
17. Poison Use (immediate action)
17. Panvenom (all 6 ability damage)

20. Four Elixirs
20. Philosopher's Stone
20. Combine 4 Bombs
20. Fast Healing 5
20. +2 Intelligence
20. Venomous Touch
20. Intensify Poison (double maximum ability damage)
20, 4 Poison Effects

Doses (Ex). By spending 1 hour mixing bizarre chemicals together, the alchemist can create doses of alchemical potential that make it easier for him to use his various alchemical abilities. Each day, he can make a number of doses equal to his class level + his Intelligence bonus.

RPG Superstar 2012 Top 32

Discoveries I forgot to add to my version of the alchemist:

5. Dilution

14. Elixir of Life

5. Enhance Potion

14. Eternal Potion

8. Extend Potion

8. Infuse Elixir (create elixirs others can drink, upto 2 levels below the alchemist's highest level elixir power)

5. Sticky Poison

17. Instant Alchemy

RPG Superstar 2012 Top 32

Some other Discovery ideas.

5. Surgery. You add your Intelligence bonus to your Heal checks, and on a successful Heal check, you restore a number of additional hit points equal to your Intelligence bonus. As a 1 hour long action, you can make a DC 20 Heal check and restore 1d6 hit points per hit die of the target creature. A target creature can only benefit from Surgery once every 24 hours.

11. Improved Surgery. If you treat a creature that is dying or has been dead for a number of rounds not exceeding your Intelligence bonus, you can make a DC 30 Heal check as a Full Round action and restore the creature to life with 1 hit point. It is Fatigued for 24 hours, minus 1 hour for every point your Heal check exceeded 30.

17. Greater Surgery. If you treat a creature that has been dead for a number of minutes not exceeding your Intelligence bonus, you can make a DC 40 Heal check as a Full Round action and restore the creature to life with 1 hit point. It is Fatigued for 24 hours, minus 1 hour for every point your Heal check exceeded 40.

There is probably room for a Discovery that uses Heal checks to restore ability damage, drain, blindness, deafness, sickness, nausea, etc., but I haven't worked them out yet.

RPG Superstar 2012 Top 32

I thought of a couple more bomb effects.

1. Shape splash. You can choose to change of the splash area into a cone. For a standard bomb, this creates a 15 foot cone, with the area of effect that gets the full damage of the bomb at the apex of the cone; the rest of the cone receives splash damage. If the splash radius has been increased to 10 feet, the cone is 15 feet long. Shape splash can only be used on bombs whose area of effect radius has not been increased.

2. Shaped Charge. You can change the shape of a bomb's blast radius from a circle into a cone. A 10 foot radius is converted into a 15 foot cone. A 15 foot radius is turned into a 25 foot cone. A 20 foot radius is turned into a 35 foot cone. A 30 foot radius is turned into a 45 foot cone. A 40 foot radius is turned into a 60 foot cone. In addition to the main blast effect, the splash area increases the length of the cone by 10 feet.

3. Deeper Darkness. As the spell.

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