Alchemist, Variant (3.5e Class)

Summary::This Alchemist wields the immense power of concept-combining magic (based heavily on ) to achieve the world-transmuting powers you might know and love. Length::20 Minimum Level::1 Base Attack Bonus Progression::Moderate Fortitude Save Progression::Other Reflex Save Progression::Other Will Save Progression::Other Class Ability::Alternate Magic Class Ability::Spontaneous Spellcasting Class Ability Progression::Full

Allowed Alignments::Lawful Good Allowed Alignments::Lawful Neutral Allowed Alignments::Lawful Evil Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Alchemist
Alchemists wield the power of tectonic plates shifting or dragons breathing to transmute the world into a state they prefer.

Making a Alchemist
Alchemists are fairly similar to wordmasters or word wizards, although they are a little bit more reliant on short-term planning. Their class features draw from the wordcasting and mana-based spellcasting rules, although they don't precisely follow either one.

Abilities: Alchemists use two mental ability scores for their casting, and can do useful things with their physical ability scores sometimes, but don't bother with them too much.

Races: Every sentient race that has been offered the power of Alchemy has had at least one member take it.

Alignment: Any.

Starting Gold: 4d4&times;10 gp (100 gp).

Starting Age: Moderate, although some people have been known to become high-level Alchemists before adulthood.

Class Skills, Tome of Prowess Variant (6 per level, ×4 at 1st level) (Int), (Int), (Int), (Wis), (Cha), (Strength), (Dex), (Wis), (Dex)

Class Features
All of the following are class features of the Alchemist.

Weapon and Armor Proficiency: Alchemists are proficient with simple and martial weapons, and with light, medium, and heavy armor. They do not suffer from arcane spell failure.





Unlike a normal mana-based caster, the Alchemist recovers from 1 point of strain per minute.

The Alchemist's Save DCs are equal to 10 + half character level + his Intelligence modifier.

"DC" is in quotes because you don't actually have to make any check in order to succeed. A spell you cast with a DC equal to that value has a strain cost of 9; for every two points the DC is lower than this value, the strain cost decreases by 1, to a minimum of 0.



With a few exceptions, there is a 1:1 correlation between Alchemist concepts and Wordcasting words, and the DC's of words in that system are used here as a limit on maximum power.

Unlike with Wordcasting, Alchemist transmutations always require a somatic component to activate the circle once it has been drawn, and never require verbal components. In addition, no Wordcasting check is necessary to successfully activate or draw a transmutation circle.

Activating a drawn transmutation circle is a move action. Strain costs are spent when the circle is activated, not when the circle is drawn.

Drawing a temporary transmutation circle takes a variable amount of time dependent on how many concepts (including repeats) are used in it, and any temporary transmutation circle that is activated is immediately destroyed.

A transmutation circle that is not destroyed when activated is worth 1 silver piece/concept (including repeat concepts), and has a Craft (Alchemy) DC of 15.

Every hour, the Alchemist must make a Dexterity check with a DC equal to the number of circles he can currently activate as a move action. If he fails the check, he activates a random circle targeting a random legal target. A natural 1 does not automatically fail for this check.

Everything in the circle and up to 10' above it per 5' of radius when it is activated is affected. The "DC" of the circle is dependent on its radius: -2 for a 2 1/2' radius (1 square), +0 for a 5' radius, +1 for a 10' radius, +2 for a 20' radius, and +1 for every doubling in radius after that. This doubling is not subject to the odd D&D multiplication rule.

This effect concept adds 1 to the "DC" of the transmutation circle.

Mundane unattended objects in the area may be moved up to 1 foot, in the direction(s) of your choice. This effect concept adds 1 to the "DC" of the transmutation circle.

Instantly perform one week's worth of crafting, with an appropriate Craft check. This effect concept adds 1 to the "DC" of the transmutation circle.