User:Ichai/Sandbox/Alchemist

|Length=20 |Base Attack Bonus Progression=Medium |Fortitude Save Progression=High |Reflex Save Progression=High |Will Save Progression=Low }}

==Alchemist== ==Alchemist== ""Sorry. Here, take this potion with every meal, three times daily, and you should be back to your normal self in no time." "Ribbit""

Summary::The Alchemist learns the secrets of magic through the combination of rare components, rather than by actually casting spells. As their art is not entirely suitable for combat, adventuring alchemists often rely on a good deal of trickery and positioning to allow themselves to use their creations properly.

Making an Alchemist
As an Alchemist, you have a niche somewhere between a wizard and a rogue. Your damage abilities are potent and cheap to use, making them an excellent fallback option, but where you really shine is in your ability to set enemies up for you and your buddies to kill them.

Races and People: Alchemists arise in practically any race that commonly produces its own goods, and even a few that don't. Alchemists generally live outside of the societies that support them, or in less dense societies, though, due to the dangers of alchemy. A good many alchemists are gnomes, due to the race's natural talent. Among the savage humanoids, Goblins take naturally to Alchemy and so produce a disproportionate number of Alchemists, and many orc tribes have a halfbreed alchemist member, never fully accepted but always needed.

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

Weapon and Armor Proficiency: An Alchemist is proficient with all simple weapons and light armor.



0th&mdash; Arcane Mark, Light, Mending, Resistance, Touch of Fatigue

1st&mdash; Alarm, Bless Water, Cure Light Wounds, Curse Water, Endure Elements, Enlarge Person, Grease, Inflict Light Wounds, Jump, Magic Weapon, Reduce Person, True Strike

2nd&mdash; Arcane Lock, Bear's Endurance, Blindness/Deafness, Bull's Strength, Cat's Grace, Continual Flame, Cure Moderate Wounds, Darkvision, Eagle's Splendor, False Life, Find Traps, Fox's Cunning, Inflict Moderate Wounds, Invisibility, Lesser Restoration, Levitate, Make Whole, Owl's Wisdom, Resist Energy, See Invisibility, Spider Climb

3rd&mdash; Blink, Cure Serious Wounds, Dispel Magic, Explosive Runes, Fireball, Fly, Gaseous Form, Greater Magic Weapon, Haste, Inflict Serious Wounds, Keen Edge, Neutralize Poison, Poison, Protection from Energy, Rage, Remove Curse, Remove Disease, Slow, Suggestion, Water Breathing

4th&mdash; Bestow Curse, Cure Critical Wounds, Death Ward, Dimensional Anchor, Fire Shield, Fire Trap, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Polymorph, Restoration, Stoneskin

5th&mdash; Animal Growth, Baleful Polymorph, Break Enchantment, Passwall, Raise Dead, Spell Resistance, Transmute Mud to Rock, Transmute Rock to Mud

6th&mdash; Animate Objects, Disintegrate, Flesh to Stone, Greater Dispel Magic, Harm, Heal, Stone to Flesh

7th&mdash; Ethereal Jaunt, Finger of Death, Regenerate, Sequester, Wind Walk

8th&mdash; Binding, Clone, Dimensional Lock, Iron Body, Polymorph any Object, Protection from Spells, Temporal Stasis

9th&mdash; Freedom, Imprisonment, Meteor Swarm, Shapechange

If there are normally EXP costs to brewing potions, the Alchemist waives them.

 (ex): An Alchemist gains 4 ranks in Alchemy at 1st level, plus one more rank per class level, in addition to his skill points listed above. If this would put him over his maximum number of ranks for his level, any excess skill points are refunded to be put into other skills. When crafting alchemical items, progress is in gold pieces per day.

See the Secret List, below.

In order to use secrets, the Alchemist must keep notes and have access to them. These notes are typically about one page per class level per secret (they may be kept separately or together). Unlike a spellbook, an alchemist's notes can be written on normal paper in normal ink, and can be copied by any who understand them freely. If she loses her notes, the Alchemist can re-create them with a day's research work per secret.

Understanding another Alchemist's notes requires successful skill checks on at least two of the following skills: Craft (or Alchemy), Decipher Script, Knowledge (Arcana), and Spellcraft, against DC 20 + the level that the Alchemist whose notes are being read had when she last had those notes. If she fails, the Alchemist must gain a level before trying again. Once this is done, the Alchemist using the notes gains a +2 competence bonus to saves against the writer's alchemical items and spells per secret taken. This bonus lasts one week, and can be regained by reviewing the stolen notes for one hour/secret; it does not apply if the writer is at least four levels higher than she was when she wrote the stolen notes.

Additionally, an Alchemist can use another's notes (if understood) to create potions. The Alchemist using the other's notes may craft as though she knew most of the spells that those Secrets granted to the other Alchemist, to a limit of her own level. If the note writer is higher level than the Alchemist using the notes, then the notes may be used to grant every spell except for the highest-level spell in that secret that the note-user would have access to. If the note writer is lower-level, then it grants access to every spell in that secret that the writer had access to, except for the highest level among them.