State Alchemist (3.5e Prestige Class)

State Alchemist
State Alchemists, more popularly known as "Dogs of the Military", are a combination of scientist and mass murdering action hero, much like Gordon Freeman, but with more science.

Becoming a State Alchemist
People want to become State Alchemists because the pay is good and the research notes are positively wonderful.

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 State Alchemist.





Choose from the following:

This takes 1 day per CR of the beast, and requires the destruction of animals, dragons, vermin, monstrous humanoids, and/or humanoids with a combined CR equal to twice the CR of the magical beast. Handle Animal is always a class skill for you. Tome of Prowess Variant: Creature Handling is always a class skill for you.

 : You can use reincarnate as a spell-like ability, although the casting time is increased to 16 hours and you need a suit of heavy armor suitable for a medium creature. The target is always reincarnated as a suit of armor with +2 Strength, Medium size, construct type, a 30' base land speed, and can move and run at full speed in medium or heavy armor. They get all the benefits and penalties of wearing the suit of armor used to reincarnate them, although the armor check penalty is halved and the Arcane Spell Failure is reduced by 30%. Craft (Metalworking) is always a class skill for you. Tome of Prowess Variant: Devices is always a class skill for you.

Your fire damage dice are increased by two sizes. Anybody who loses at least a tenth of their maximum health from fire damage you inflict with a single spell must make a Fortitude save or be nauseated for 1 round. You get a +1 bonus to Reflex saves.

This is a melee touch attack that does nothing for 2 to 5 rounds (specified when the circle is drawn). After this time, the touched object or target, and everything within 20' of that target, are affected by the spell's effects. This Concept increases the spell's "DC" by 3.

 : You can summon mundane, masterwork weapons and ammunition. You can create up to your light load in such equipment as a standard action, and they can be made from any materials suitable for the weapon or ammo, although no individual weapon or set of projectiles can be worth more than 500 gp &times; your Alchemist level. These weapons and ammunition last for 5 minutes before disintegrating again. Your Base Attack Bonus increases by 1.

This is an effect concept that adds 10 to the "DC" of the transmutation circle. Each creature affected by the transmutation must make a Fortitude save and a Will save. If it fails both saves, it gets transmuted into a Mad Philosopher's Stone with 100 soul points per CR of the creature. Only creatures with at least 3 Intelligence, Wisdom, and Charisma can be affected by this effect. Creatures transmuted by this effect can only be brought back to life if the stone is in hand, and hasn't been used up.

Ex-State Alchemists
Characters do not receive State Alchemist's Wages while Chaotic.