Flesh Alchemist (3.5e Prestige Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Author: IGTN (talk)
Date Created: 20 March 2010
Status: Essentially Complete
Editing: Mechanics on Talk, please
Scale.png Low - Moderate - High - Very High
Rate this article
Discuss this article
"Fighter" is not in the list (Good, Moderate, Poor, Other) of allowed values for the "Base Attack Bonus Progression" property.

Flesh Alchemist

I can't fight! I haven't had a drink yet!

Some alchemists aren't content to simply learn how to make potions and transmute materials. No, they have much higher aspirations. They seek to learn to transmute their own flesh, producing concoctions that allow them to transform into the beast they have within themselves. To that end, they have devised a variety of vile concoctions, and then willingly drink them, to enhance their own physical power.

Entry Requirements
Crafting: Able to craft potions of 3rd level spells.
Spellcasting: Able to cast at least five different Transmutations, two of which must be at least third level.
Skills: Alchemy (8 ranks).
Feats: Blitz or Juggernaut.

Table: The Flesh Alchemist

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Tincture of the Beast
2nd +2 +3 +3 +3 Concocted Mixture
3rd +3 +3 +3 +3 Greater Tincture, Tolerance
4th +4 +4 +4 +4 Alchemical Feat
5th +5 +4 +4 +4 Immunities

Class Skills (4 + Int modifier per level.
Alchemy (Int) Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis).

Class Features[edit]

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

Weapon and Armor Proficiency: A Flesh Alchemist is proficient with all simple and martial melee weapons. They gain no proficiency with armor.

Tincture of the Beast (Su): A Flesh Alchemist learns to make their own Tincture of the Beast at 1st level. They can prepare as much as they need out of common materials in an hour, but it will not work if anyone else drinks it. When they drink it (a standard action), it sends them into a rage for a minute, in which they cannot cast spells, activate magic items, make sneak attacks, or use ranged weapons. Their base attack bonus increases to their hit dice. They also cannot make sneak attacks, but, once per round plus once per round per five points of BAB above 1, can add 1d6 damage per two points of BAB to their melee attacks. They also gain damage reduction X/-, where X is half their character level + 2. Also, they gain a +4 Morale bonus to Strength while under the effects of the Tincture. An alchemist under the effects of a Tincture of the Beast looks substantially more beastial than normal, possibly by sprouting more hair, or by growing larger, or adding fangs; really, the sky's the limit here.

Concocted Mixture: When making the Tincture of the Beast, a Flesh Alchemist of 2nd level or higher can distill two potions of up to 3rd level into it. They take effect as if they drank the potions as part of the action of drinking the tincture. These potions don't take a magic item slot.

Greater Tincture (Su): A Flesh Alchemist of 3rd level can make a Greater Tincture. Whenever they make one, though, the previous tincture loses its potency. Drinking it has all of the effects of a regular Tincture of the Beast, but also grants immunity to mind-affecting effects, language-dependent effects, critical hits, death effects, negative levels, and hostile transmutation effects (e.g., petrification and polymorphing), and two primary natural Slam attacks for 1d10 damage at Large size, which are magic weapons with a Medium ability of the Flesh Alchemist's choice (chosen when preparing the Tincture, and it need not be the same). However, while in this state, the Flesh Alchemist cannot use weapons or shields. It also causes the Flesh Alchemist to increase one size category, with all the usual adjustments a monster gets, until the effect ends. The effect of a Greater Tincture always lasts at least two rounds; afterwards, it has a one in six chance of ending each round. A Greater Tincture cannot be made into a Concocted Mixture.

Tolerance (Ex): Having developed a tolerance for Tincture of the Beast, the Flesh Alchemist must learn to make them stronger. The normal variety leaves them in a rage for only 1d4+1 rounds, while the stronger variety lasts ten minutes, or until an antidote is applied, which they can also make. They can take the antidote while in a rage.

Alchemical Feat (Ex): While under the effects of Tincture of the Beast, the Flesh Alchemist gains a bonus Combat feat. They gain the same bonus feat every time they take the Tincture unless they've gained the feat permanently since the last time they took the tincture (in which case they must pick a new one). While under the effects of the Greater Tincture, they also gain a Fiend feat that they qualify for (except that they need not be a fiend), with the same restriction.

Immunities: Flesh Alchemists press their bodies to their limits, and are rewarded for this. They have been exposed to enough variety of poisons by 5th level that they are essentially immune to all of them. They also become immune to paralysis, and hostile transmutation, even when not under the effects of a Greater Tincture.

Back to Main Page3.5e HomebrewClassesPrestige Classes
Back to Main Page3.5e HomebrewSourcebooksBook of ElementsElementals with Class

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorIGTN +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level5 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAlchemy +, Appraise +, Concentration +, Craft +, Decipher Script +, Disable Device +, Heal +, Hide +, Intimidate +, Knowledge (all skills, taken individually) +, Move Silently +, Sleight of Hand +, Spellcraft + and Spot +
Skill Points4 +
SummarySome alchemists, instead of applying their concoctions to the enemy, use alchemy to transform themselves into monsters +
TitleFlesh Alchemist +
Will Save ProgressionGood +