Alchemist (pdf version here)
Prime Requisite: INT
Requirements: None
Hit Dice: 1d4
Maximum Level: 14
Because of their devotion to laboratory work, alchemists
receive limited combat training. At first level, alchemists hit an unarmored
foe (AC 0) with an attack throw of 10+. They advance in attack throws only two
points every six levels of experience (i.e., as mages) and in saving throws two
points for every four levels of experience (i.e., as thieves). They may only
fight with daggers, saps, slings, and darts. They are unable to use shields,
fight with two weapons, or wear any kind of armor. For these reasons, alchemists
are quite vulnerable to physical danger, and in an adventuring group they
should be protected.
In exchange,
alchemists develop a wide range of skills and proficiencies, including the
ability to engage in magical experimentation. Alchemists will begin brewing
potions much earlier in their careers than mages.
At 1st
level, an alchemist can identify common alchemical substances,
potions, and poisons with proficiency throw of 11+ and can work as a specialist
alchemist, earning 250 gp/month through the creation of potions and other
concoctions. The alchemist may also create potions and engage in research
on new potions as if he were a 5th level mage, but at twice the base
time and cost. In addition, alchemists are skilled with medicinal herbs and
mixtures and can treat wounds and diagnose and treat illnesses among humans
and demi-humans. A proficiency throw of 11+ enables an alchemist to identify
whether a disease is magical or mundane, and if mundane, diagnose it. A patient
under the alchemist’s care naturally heals an extra 1d3 hit points each day. In
addition, an alchemist can use salves and mixtures to neutralize poison,
cure disease, or cure light wounds with a proficiency throw of 18+, once
per day per patient. The alchemist can also use the recipes which cure light
wounds to remove natural paralysis. If used, this counts as the use of
cure light wounds for that patient for that day. This ability corresponds to
the 2nd rank of the Healing proficiency, and alchemists may use open
proficiency choices to raise this proficiency to the 3rd rank.
Alchemists pore over
ancient lore for secret mixtures, and at 3rd level gains the ability
to read languages (including ciphers, treasure maps, dead languages, and
occult texts, but not magical writings) with a proficiency throw of 5+ on 1d20.
If the roll does not succeed, the alchemist may not try to read that particular
piece of writing until he reaches a higher level of experience.
At 5th
level, alchemists develop true mastery of potioncraft. At this point, they
may brew potions as a mage of their level. In addition, an alchemist’s work on
his magnum opus begins to show results, and the alchemist can brew a universal
antidote keyed to his physiology that makes him immune to all forms of
poison, including magical poisons.
Beginning at 6th
level, an alchemist can create a homunculus, a fully-formed miniature
version of himself. Some homunculi perfectly match the appearance of their
creator, while others are malformed in some way. The homunculus will be of the
same alignment as the alchemist. The homunculus always has a number of Hit Dice
and maximum hit points equal to ½ its creator’s own; Intelligence equal to its creator’s
Intelligence; and a number of general and class proficiencies equal to its creator,
selected from the alchemist’s class list. The homunculus can always understand
any languages spoken by its creator, and the alchemist will be able to
understand the homunculus’s mumbling and burbling, though no one else will
without resorting to a spell such as Tongues. The homunculus may learn
to articulate one of the languages it already understands by selecting the Language
proficiency. The homunculus is utterly loyal to its master and will watch over
his lab, perform services, act as an alchemist’s assistant (if he has the
appropriate proficiencies), and generally obey his commands. While the
homunculus is within 30', the character receives +1 on saving throws, but if
the homunculus is ever killed, the character must save versus Death or
instantly take damage equal to the homunculus’s maximum total hit points. A
character cannot create a new homunculus if it is slain until he has gained a
level of experience.
Upon reaching 7th
level, an alchemist can read and cast magic from arcane scrolls with a
proficiency throw of 3+ on 1d20. However, a failed roll means the spell does
not function as expected, and can create a horrible effect at the Judge’s
discretion.
At 9th
level, the Master Alchemist’s magnum opus comes closer to fruition, and he may
mix the powdered dust of his Philosopher’s Stone into a panacea specific
to his physiology. Upon taking the panacea, he becomes immune to all forms of
disease, including magical diseases caused by spells, mummies, or lycanthropes.
An alchemist may
also establish an alchemical college or guildhouse when he reaches 9th
level. He will then attract 1d6 apprentices of 1-3rd level plus 2d6
normal men seeking to become alchemists. Their intelligence scores will be
above average, but many will become discouraged by the dangerous and difficult
work and quit after 1d6 months. While in the alchemist’s service, apprentices
must be provided food and lodging, but need not be paid wages. If the alchemist
builds a dungeon beneath or near his sanctum, monsters will start to arrive to
dwell within, followed shortly by adventurers seeking to fight them. An
alchemist’s college or guildhouse follows the rules for mages’ sanctums
as detailed in the Campaign chapter of ACKS.
At 11th
level, the alchemist can design and create magical constructs such as
golems, clones, gargoyles, and animated statues following the procedures outlined
under “Constructs” (pp. 120-121) of the ACKS rulebook.
At 14th level,
the alchemist completes his magnum opus, the Philosopher’s Stone, which allows
him to create an elixir of life. This elixer makes the alchemist
ageless, and he will enjoy a lifespan three times longer than normal. He also
becomes immune to ghoul paralysis.
Alchemist Level Progression
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Experience
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Level
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Title
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Hit Dice
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Special Abilities
|
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0
|
1
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Analyst
|
1d4
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Alchemy
III, Healing II
|
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1,100
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2
|
Pharmacologist
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2d4
|
|
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2,200
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3
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Apothecary
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3d4
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Read
languages
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|
4,400
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4
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Chemist
|
4d4
|
|
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8,800
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5
|
Distiller
|
5d4
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Potioncraft,
Universal antidote
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17,600
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6
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Sublimator
|
6d4
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Craft
homunculus
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35,000
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7
|
Conjunctionist
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7d4
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Read
and cast magic from scrolls
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|
70,000
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8
|
Alchemist
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8d4
|
|
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170,000
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9
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Master
Alchemist
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9d4
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Panacea
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270,000
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10
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Master
Alchemist , 10th level
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9d4+1*
|
|
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370,000
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11
|
Master
Alchemist , 11th level
|
9d4+2*
|
Create
constructs
|
|
470,000
|
12
|
Master
Alchemist , 12th level
|
9d4+3*
|
|
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570,000
|
13
|
Master
Alchemist , 13th level
|
9d4+4*
|
|
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670,000
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14
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Philosopher
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9d4+5*
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Elixir
of life
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*Hit point modifiers
from constitution are ignored
Alchemists are restricted to magic items usable by thieves.
Alchemist Proficiency
List: Arcane Dabbling, Art, Bargaining, Command, Craft, Diplomacy,
Eavesdropping, Inventing (Constructs), Guild Alchemy (Identify own alchemist
guild's arcana automatically, other orders and traditions 11+), Healing,
Illusion Resistance, Incorporation (Create constructs as if two levels higher,
reduce time by 20%), Knowledge, Language, Leadership, Loremastery, Magical
Engineering, Mapping, Mystic Aura, Naturalism, Navigation, Profession,
Prophecy, Sensing Power, Soothsaying, Theology, Universal Unguent (+2 bonus to
all saving throws), Wakefulness
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Template:
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Guild
Alchemist
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Proficiencies:
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Bargaining,
Guild Alchemy
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Starting Equipment:
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Thin
dagger, sigil-marked guild cassock, leather belt, low boots, backpack, quill
and ink, satchel of herbs and powders (including 1 lb each of belladonna, birthwort,
comfrey, goldenrod, wolfsbane, and
woundwort), book of alchemical recipes, 1 week’s iron rations, 45 gp
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Guild Alchemist
Template: This pre-generated template represents an urban guild alchemist.
The Template is ready for adventure. However, if your alchemist’s INT is 13 or
greater, you may pick one or more additional general proficiencies before play
if you’d like (see Starting
Proficiencies in Chapter 4 of ACKS).
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Alchemist Attack
and Saving Throws
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|||||
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Level
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Petrification & Paralysis
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Poison & Death
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Blast & Breath
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Staffs & Wands
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Spells
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1-2
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13+
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13+
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16+
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14+
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15+
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3-4
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12+
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12+
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15+
|
13+
|
14+
|
|
5-6
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11+
|
11+
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14+
|
12+
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13+
|
|
7-8
|
10+
|
10+
|
13+
|
11+
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12+
|
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9-10
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9+
|
9+
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12+
|
10+
|
11+
|
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11-12
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8+
|
8+
|
11+
|
9+
|
10+
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13-14
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7+
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7+
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10+
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8+
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9+
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Alchemist Attack
Throws
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Level
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Attack Throw
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1-3
|
10+
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4-6
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9+
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7-9
|
8+
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10-12
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7+
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13-14
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6+
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Very nice.
ReplyDeleteThanks!
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