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Rogue Alchemist (3.5e Prestige Class)

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Author: Foxwarrior (talk)
Date Created: 9/17/10
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Rogue AlchemistEdit

Transmuting things into gold is forbidden because it will destroy the economy. Pah! Like I care about what economists say.
—Juaskuki Malfaar, Geode Rogue Alchemist

Rogue Alchemists are feared and respected by other Alchemists for their unusual abilities.

Becoming a Rogue AlchemistEdit

Rogue Alchemists are popular amongst those who like to cheat.

Entry Requirements
Alignment: Any, although Lawful is generally not going to happen.
Skills: Craft Alchemy 7 ranks. Tome of Prowess Variant: Ciphers 7 ranks.
Spellcasting: Alchemist level 4.
Table: The Rogue Alchemist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Alchemy
Fort Ref Will
1st +0 +0 +0 +2 Rogue Discovery +1 level of existing class
2nd +1 +0 +0 +3 Rogue Discovery +1 level of existing class
3rd +1 +1 +1 +3 Rogue Discovery +1 level of existing class

Class Skills (4 + Int modifier per level.
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Alchemy) (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any, chosen individually) (Int), Listen (Wis) Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Skills, Tome of Prowess Variant (6 per level, ×4 at 1st level)
Arcana (Int), Bluff (Int), Ciphers (Int), Concentration (Wis), Cultures (Cha), Jump (Strength), Legerdemain (Dex), Perception (Wis), Stealth (Dex)

Class FeaturesEdit

All of the following are class features of the Rogue Alchemist.

Alchemy: At each level, your Alchemist level, maximum "DC", and Concepts Known increase as though you had gained a level in a class you already possess which provides those things.

Rogue Discovery: At every level, you learn a new Rogue Discovery. Choose from the following:

Craft Homunculi: You can craft Augmented Humanoids and Outsiders with a CR no greater than your Alchemist level -4. This takes 1 day per CR of the creature, and requires the destruction of two humanoids per CR of the creature. You get a +3 bonus to Knowledge (The Planes) checks. Tome of Prowess Variant: You get a +3 bonus to Geomancy and Thaumaturgy checks.

Extend Homunculi: You can create Augmented Humanoids and Outsiders with a CR no greater than your Alchemist level -2, with class levels from any of your classes always being valid means of advancement (even before creation) for the creature. This takes 1 hour per CR of the creature, and until the crafted creature is destroyed, you must replace one of your class levels with a +1 to Level Adjustment. While the created creature exists, you may remove some part of your personality and provide it as a defining feature for the creature. This may change your alignment. You get a +3 bonus to Intimidate checks. Tome of Prowess Variant: You get a +3 bonus to Intimidation checks.

Economy Breaker: You learn an Effect Concept that allows you to transmute base metals into their weight in gold. This effect concept gives a +1 to the "DC" and can transmute up to 1 pound of metal. Be aware that all governments and major corporations who aren't employing you to do this will hate you (or try to enslave you) if they find out. You get a +3 bonus to Forgery checks. Tome of Prowess Variant: You get a +3 bonus to Appraise checks.

Temporary Cure: You learn an Effect Concept that lets you cure any status effects (such as fatigue, nausea, ability damage, or death) temporarily. Each instance of the effect concept gives a +3 to the "DC" and allows you to negate one status effect for 1 round per Alchemist level.

Ex-Rogue AlchemistsEdit

Rogue Alchemists who gain levels in State Alchemist are forbidden from gaining levels in Rogue Alchemist, although it's hard to catch them breaking it.



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