I needs a LOT of help


Conversions


So someone in a Castles and Crusades game I'm playing in wants to play a Alchemist. This is not a literal translation. What should I do, what am I doing wrong (if anything) and last Where the heck is the Philosopher Stone in the Advanced Player's Guide. It's mentioned in the class, but not where is it described.

THE ALCHEMIST
The Alchemist is not a spellcaster as is the Wizard, nor is his powers ingrained as a Sorcerer. The Alchemist is one who through the development of their own personal Philosopher Stone, is able to create magical effects.
By use of his personal Philosopher Stone the Alchemist is able to wield magic. Since his path to creating The Stone is an arduous one , he learns along the way many other skills that can come in handy.

Prime Attribute : Intelligence
Alignment: Any
Hit Dice : 4
Weapons : Bows, club, dagger, dart, scythe, sling, sickle, spears, staff
Armor: Breastplates, Chainmail hauberk & shirt, cuir bouille, Greek
Ensemble, Chain Coif, Leather coat, Padded, Ring Mail,
Scale mail, Studded Leather & Leather Armor.
Abilities Philosopher Stone, Alchemy , Use Magic Device

Philosopher Stone
The Alchemist begins the game with his own personal Philosopher Stone that he has created by a process of long study and self discovery. In order to imbue his Alchemy the Alchemist must be in possession of his stone. Each Philosopher Stone is unique to the Alchemist that created it. The form and look of the stone reflects it maker. No matter the form and look, The Stone goes through a list of
Colors as the Alchemist advances in levels. The Philosopher Stone is unique to each Alchemist and will only work for him.
If the Stone is lost or destroyed, then the Alchemist must create a new one that takes one day per level of the Alchemist. The cost is 100 gp per Alchemist level.

First thru Third : Orange
Fourth thru Sixth: Purple
Seventh thru Ninth: White
Tenth thru Fourteenth : Transparent

Alchemy
This ability has a wide range of things covered. They include:

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Identify And Work Natural Material : The Alchemist is able to identify any common mineral or plant.
On plants with an extraordinary nature he must roll and Intelligence roll, including his Alchemist level in the roll. He’s also able to create mundane items such as Greek Fire with a roll.

Poison
An Alchemist is able to create and work poison as an Assassin of the same level.

Longevity and Health
For every level the Alchemist gains, he gains 10 years to his life. So at 20th level he has gained 200 years! If the Alchemist stops advancing in his class (and takes another) he stops adding years (though he does not lose the ones he gained) even if he later starts advancing again in the class. Alchemy is a hard path that demands constant progress.
Also, for every five levels (starting at 1st) he gains a +1 to his Constitution rolls.
So it’s 1st +1, 5th +2, 10th +3, 15fh +4, 20th +5 etc. This advancement has the same rules as Longevity in that if he stops advancing so stops the increase.

Bombs
Bombs have a throwing range of 20’ and affect only one person plus anyone within a 15 ’ radius that does not make a Dexterity saving throw. A bomb can do any TYPE of damage the Alchemist wants (depending on level) , but that must be determined when they are made for the day.
The damage done with a bomb is 1d4 at first level + 1d4 for every other level. So at fourth level the bomb does 3d4 points of damage.

Orange : Fire Damage
Purple
Red
White
Transparent: Magical Damage

Formula
Mutagens

Use Magic Device
Though a Alchemist does not cast spells per say, the magic flowing through his
Philosopher Stone allows him a chance to use magic items that are reserved for
Spell Casters. The Roll is 1d20 +Alchemist level+ Charisma bonus (if any).

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