State Alchemist (3.5e Prestige Class)
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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.
|Alignment:||Any nonchaotic, and any capable of pretending to be nonchaotic for five consecutive hours.|
|Skills:||Craft (Alchemy) 8 ranks.|
|Spellcasting:||Alchemist level of 5 or greater.|
|Special:||Every time you wish to gain a level in State Alchemist, you must pass some sort of test, generally a DC 30 craft Alchemy check or a battle with a CR 5 Alchemist (the type of test is chosen by the government). If you fail, you must gain a level in a different class instead.|
|1st||+0||+0||+2||+2||State Alchemist's Wages, State Secret||+1 level of existing class|
|2nd||+1||+0||+3||+3||State Secret||+1 level of existing class|
|3rd||+2||+1||+3||+3||State Secret||+1 level of existing class|
|4th||+3||+1||+4||+4||State Secret||+1 level of existing class|
|5th||+3||+1||+4||+4||State Secret, Philosopher's Stone Crafting||+1 level of existing class|
Class Skills (4 + Int modifier per level.
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)
All of the following are class features of the State 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.
State Alchemist's Wages: Whenever you gain a level in State Alchemist and every year, you gain 500 gold pieces per State Alchemist level and 250 gold pieces per character level.
State Secret: At every level, you learn a new State Secret. Choose from the following:
Craft Chimeras: You can craft magical beasts with a CR no greater than your Alchemist level -4. 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.
Imbue Souls in Armor (Sp): 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.
The Power of Fire: You can only gain this Secret if you know the Concept equivalent to the Pyr spell word. 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.
Explosive Potential: You learn a new Shape Concept. 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.
Summon Weapons (Sp): 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 × your Alchemist level. These weapons and ammunition last for 5 minutes before disintegrating again. Your Base Attack Bonus increases by 1.
Philosopher's Stone Crafting: At fifth level, you learn the Concept behind the creation of Mad Philosopher's Stones. 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.
Characters do not receive State Alchemist's Wages while Chaotic.
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral + and Neutral Evil +|
|Article Balance||Very High +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Spontaneous Spellcasting + and Alternate Magic +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Prestige Class +|
|Minimum Level||5 +|
|Reflex Save Progression||Good +|
|Skill||Appraise +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Forgery +, Gather Information +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Search +, Sense Motive +, Spellcraft +, Spot +, Tumble + and Use Magic Device +|
|Skill Points||4 +|
|Summary||Alchemists who decide to work for a powerful nation often get access to nice research notes and plenty of money. +|
|Title||State Alchemist +|
|ToP Skill||Arcana +, Bluff +, Ciphers +, Concentration +, Cultures +, Jump +, Legerdemain +, Perception + and Stealth +|
|Will Save Progression||Good +|