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Alchemist
The Alchemist is a significantly modified variant on the Wizard class. Unlike the typical Wizard, where arcane arts conform to arbitrary rules that are rooted more in game mechanics than a consistent worldview that makes sense from a character's point of view, the Alchemist is a cross between scientist and mystic, designed to make the mechanics of the class suit the underlying concept of the class. His art is one of mathematical formulae and deep understanding of the fundamental forces of the supernatural. One might regard the Alchemist as a sort of metaphysicist -- dealing in the metaphysics of the world in the same way a physicist deals in the physics of the real world.
Adventures:
Many Alchemists are academics, scholars, and researchers. Others are those who have learned both the fundamentals of alchemical metaphysics and the practical applications of such principles, and have turned that knowledge to worldly ends. Some become bureaucratic jobsworths, filling a begrudgingly needed role somewhere and parleying their rare (if incomplete) knowledge toward petty and mundane ends, while others are -- perhaps obsessively -- interested in the subject matter and mysteries of alchemical metaphysics itself, for its own sake.
Those who strike out into the wilds as adventurers span a wide range in some respects, from those who regard their alchemical skills as an engineering discipline that can be used to provide advantages and rare, powerful weapons against threats, as a means to the end of whatever drives them into an adventuring life, to those whose very purpose for an adventuring life is itself to broaden their understanding of alchemical metaphysics. The former can serve as effective "artillery" and specialists who deal with particular, and bizarre, problems that arise in a party's path; the latter often drives much of a group's purpose, as the other party members are pulled along in the wake of the Alchemist's obsessions.
Characteristics:
The capabilities unique to Alchemists and their ilk are both multitudinous and impressively powerful. Conversely, their exercise is ritualistic, necessitates great care in its use, and can prove quite cumbersome at times. The Alchemist is a thinking man first and foremost, and this manifests not only through the accumulation of metaphysical knowledge and other personal characteristics, but in the need to plan ahead and think through his decisions as much as possible in determining how his powers must be wielded to best effect.
This makes the Alchemist far more deliberate and less prone to impulsivity than less cerebral classes such as the Fighter, Knave, and Rogue.
Religion:
If the typical Alchemist can be said to have a religion, it is typically one of faith in the ultimate supremacy of human knowledge and a deep understanding of alchemical metaphysics. The average Alchemist's god is either knowledge or his own self-advancement -- toward which end knowledge is his primary means, the form of obeisance he pays to his aggrandizement or improvement of the self.
In more direct terms, many Alchemists are essentially atheists who believe the "gods" are nothing more than anthropomorphizations of universal principles and energies or incredibly powerful -- but never actually divine -- beings who manipulate mere mortals for their own benefit. Many others subscribe to a sort of multifaceted pantheistic or otherwise holistic view of the universe, and regard alchemy itself as a path toward enlightenment and even apotheosis or ascension of some sort. Still others never even bother themselves with thoughts of divinity and worship, so thoroughly devoted to the pursuit of alchemical knowledge are they, so that they may not be said to have any position or belief one way or another on the subject of divinity; they simply don't care.
Background:
Races:
Alchemists, of course, arise much more easily among races with an at least occasional penchant toward academic and scholarly pursuits. Humans are by far the most common source of Alchemists in the continent of Occide, as elves lean toward a more mystical bent and orks have more spiritualistic or even purely pragmatic tendencies. Half-elves crop up from time to time amongst Alchemists, being nearly as prone toward such pursuits as humans, while half-orks so rarely find their way to such pursuits that the idea, even to most Alchemists, would generally be considered laughable.
With good reason, however, the idea of even a full-blooded ork becoming an Alchemist is not impossible.
Other Classes:
Role:
The powers at an Alchemist's beck and call are mythic and fearful to the common run of people in the typical game setting, and this lends itself to a commonly aloof, commanding presence. This can, in turn, offer possibility for intimidation and instant respect or even fear among the common folk, and their typically high regard across varied walks of life can make them ideal diplomats in many situations.
In direct, physical confrontation, they are usually best put to use by keeping them out of harm's way, affecting enemies from afar and providing magical aid to allies. Depending on the particular expertise of a given Alchemist, he might provide initial withering assaults on an approaching enemy while allies hold such aggressors at bay with missile weapons such as bows and firearms.
The studious nature of the typical Alchemist can offer opportunities for collecting knowledge that might prove invaluable in the course of a party's endeavors, researching areas they will explore, denizens they might meet there, and means of preparing to meet the challenges they will face.
GAME RULE INFORMATION
Alchemists have the following game statistics.
Alignment:
Any, tending toward Lawful.
While the structured habits of thought engendered by the study of the metaphysical laws of the universe ensure that the vast majority of Alchemists lean toward Lawful alignments, any alignment is possible. Chaotic alignments in particular should be accompanied with a very plausible, clear justification in most cases, however, as wild and chaotic mental characteristics are generally anathema to the studious habits necessary to advance an Alchemist's knowledge and employ his skills.
Hit Die:
d6
Class Skills
The Alcehmist's class skills (and the key ability for each skill) are Craft (any) [INT], Diplomacy [CHA], Investigate [INT], Knowledge (any) [INT], Linguistics [INT], Profession [WIS], Spellcraft [INT], and Use Magic Device [INT].
Skill Points Per Level:
6 + INT mod
Level Advancement Chart
This chart is incomplete / in progress.
Level Base Attack Saves Special Abilities
1 +0 +0/+0/+2 Rituals, Spellcasting
2 +1 +0/+0/+3
3 +1 +1/+1/+3
4 +2 +1/+1/+4
5 +2 +1/+1/+4
6 +3 +2/+2/+5
7 +3 +2/+2/+5
8 +4 +2/+2/+6
9 +4 +3/+3/+6
10 +5 +3/+3/+7
11 +5 +3/+3/+7
12 +6/+1 +4/+4/+8
13 +6/+1 +4/+4/+8
14 +7/+2 +4/+4/+9
15 +7/+2 +5/+5/+9
16 +8/+3 +5/+5/+10
17 +8/+3 +5/+5/+10
18 +9/+4 +6/+6/+11
19 +9/+4 +6/+6/+11
20 +10/+5 +6/+6/+12
Abilities:
Intelligence is by far the most important attribute for the Alchemist, as it provides the aptitudes for his scholarly pursuits. It increases both his facility for employing alchemical rituals to good effect and his other, related skills for which such academics are often valued. Dexterity is the most important physical attribute, both for the coordination it provides while performing precise ritual practice and the protection it gives the typically lightly armed and armored, or even unarmored, Alchemist. Charisma can be used to enhance an Alchemist's social mystique and imbue him with an intimidating, forceful presence among those who have reason to fear his power.
Class Features
All of the following are class features of the Alchemist.
Weapon and Armor Proficiency:
An Alchemist may choose two narrow types of weapons and armors with which to be proficient at first level, such as clubs, crossbows, daggers/knives, staves, bucklers and small shields, or nonmetallic light armors. Only simple weapons, light martial weapons, light exotic weapons, bucklers and light shields, and nonmetallic light armors may be chosen. At the DM's option, many light martial or exotic weapons may be excluded as well.
Special Abilities
Rituals:
The ritual practice of an Alchemist is his primary form of magical manipulation. It is possible only as the result of long study and deep understanding of the interactions between fundamental forces of the metaphysical world, and an aptitude for guiding and shaping such forces through formulae and physical patterns used to describe and channel magical energies. An alchemical ritual is an arduous, demanding process requiring exacting attention to detail and complex calculations.
Any Alchemist will gradually hone and improve his most commonly used ritual practices over time, increasing the efficiency with which he may employ them and the effectiveness of their end results. With risk of untoward results in the event of a failure, new ritual practices may even be added to an Alchemist's repertoire on an ad-hoc basis, assuming sufficient knowledge of the underlying principles, sufficient materials for the endeavor, and sufficiently conducive conditions for the performance of the ritual practice. Such newly developed rituals typically begin as laborious planning and formulation, including testing of the efficacy of discrete parts of the ultimately intended whole.
More to be added (including game mechanics).
Spellcasting:
An Alchemist has the ability to develop an alchemical formula that allows him to perform the lion's share of a ritual practice at any time then, at some later point, perform a trigger action that completes the ritual's final requisite practice, unleashing the magical energies prepared in the preparatory ritual. This is known colloquially as "spellcasting", though classically trained Alchemists have another name for it --
More to be added (including game mechanics).
development notes
Domains
Antipathy: annihilation, prevention, repulsion, separation
Destroy Element
: Destroy Water
Disintegrate: Destroy Earth
Evacuate: Destroy Air
Snuff: Destroy Fire
Filter Element
Separate Element
Genesis: creation
Create Element
- : Create Fire
Sympathy: communication, connection, correspondence, enhancement
Growth
Transmutation: transforming
Alter State
: Solid to Energy
: Energy to Gas
: Gas to Energy
Condense: Gas to Liquid
Evaporate: Liquid to Gas
Liquify: Solid to Liquid
Solidify: Liquid to Solid
Transmute Element
- Douse: Fire to Water