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Time:08:43 pm

Lvl | Atk | F / R / W | Energy | Special
----+-----+-----------+--------+---------------------------------------
1   |  0  | 2 / 2 / 0 |    2   | Can use 2 components
2   |  1  | 3 / 3 / 0 |    3   | Natural Gift, Scribe Scroll
3   |  2  | 3 / 3 / 1 |    5   | Create Reagent
4   |  3  | 4 / 4 / 1 |    7   | Natural Insight
5   |  3  | 4 / 4 / 1 |   10   | Bonus Stat
6   |  4  | 5 / 5 / 2 |   13   | Resist Acid 5, Resist Fire 5
7   |  5  | 5 / 5 / 2 |   17   | Create Reagent
8   |  6  | 6 / 6 / 2 |   21   | Can Use 3 components
9   |  6  | 6 / 6 / 3 |   26   | Improved Natural Insight
10  |  7  | 7 / 7 / 3 |   31   | Bonus Stat
11  |  8  | 7 / 7 / 3 |   37   | Create Reagent
12  |  9  | 8 / 8 / 4 |   43   | Resist Acid 10, Resist Fire 10
13  |  9  | 8 / 8 / 4 |   50   | 
14  | 10  | 9 / 9 / 4 |   57   | 
15  | 11  | 9 / 9 / 5 |   65   | Create Reagent, Bonus Stat
16  | 12  | 10 /10 / 5 |   73   | Can Use 4 Components
17  | 12  | 10 /10 / 5 |   82   | 
18  | 13  | 11 /11 / 6 |   91   | Resist Acid 15, Resist Fire 15
19  | 14  | 12 /11 / 6 |  101   | Create Reagent
20  | 15  | 12 /12 / 6 |  111   | Bonus Stat

Alchemist Main stats : Constitution (For energy), Intelligence (Knowledge), 
Charisma (Natural Gift)

Skills:
(5+int) x 4 at first level
5 + int every level

Appraise (Int)
Bluff (Cha)
Concentration (Con)
Craft (Int)
Decipher Script (Int)
Diplomacy (Cha)
Gather Information (Cha)
Heal (Con)
Knowledge(All) (Int)
Listen (Wis)
Profession (Wis)
Search (Int)
Spot (Wis)

Energy : This is your energy to cast alchemical spells.  You need 2 point of 
energy per level of spell (Unless otherwise
stated).  This restores every 24 hours, given 8 hours of rest (4 hours of 
meditation for elves).

Reagent use : Every spell has at least 2 reagents required.  If you add a 
third and a fourth, you can increase one of the
effects of the spell (damage, range, duration).  For each reagent over 2, 
you choose one of the previously mentioned.
Damage increases the die size by one (d6 -> d8), range increases by 2x (100 ft
 + 10 ft/lev -> 200 ft + 20 ft/lev), and
duration doubles the time (10 minutes/lev -> 20 minutes/lev)

For levels 1-3 spells, you require 2 reagents.  4-6, you require 3 reagents, 
and 7-9 you require 4 reagents.  This means you can add 2 dice modification 
or range modification reagents, with only 1 being applied to 4-6, and none 
to 7-9.

Natural Gift : Add your charisma bonus (Given it's positive) to your saves.

Create Reagent : This allows you to create reagents.  You can do it equal to
 your con modifier(if it's positive) + 1 per day.
3rd level creates 1 random common reagent
7th level creates 2 random common reagents
11th level creates 3 random common reagents, and 1 uncommon reagent
15th level creates 4 random common reagents, and 2 uncommon reagents.
19th level creates 5 random common reagents, 3 uncommon reagents

Natural Insight : You can apply +5 to any skill for 1 minute/level.  Improved
 adds +10, and perfect adds +20.

Resist Acid + Fire : The alchemist, through experimenting with alchemical 
formulae, gains resistance to the acids and
fireballs mixed.    This improves from 5 points at level 6 to 10 points at 
level 12, to 15 points at level 18.



You will find that if you take 2 * every spell level at 20th level, you 
actually end up a little less than the final amount of energy that this class
 gets.  Which means this class can technically cast more than a wizard, but 
the limitation comes down on the reagents.  It means a DM must be vigilant 
about both giving out reagents, and having them for sale.  Otherwise, if you
 give out reagents very sparcely, no one will take this class.

The Reagent List 
 ______   ____________   _____________________
/Number\ / Name       \ / Effect              \
+-------+---------------+-----------------------+
|1	|Acorn		|Earth			|
|2	|Ash		|Fire			|
|3	|Brimstone	|Fire +			|
|4	|Bone		|Creation +/Dark +	|
|5	|Blood Moss	|Summoning		|
|6	|Clay		|Binding		|
|7	|Crystal	|Summoning +		|
|8	|Dry Ice	|Wind +			|
|9	|Ethanol	|Acid			|
|10	|Feather	|Wind			|
|11	|Garlic		|Curing			|
|12	|Ginseng	|Healing		|
|13	|Iron		|Protection		|
|14	|Gunpowder	|Projection +		|
|15	|Steel		|Protection +		|
|16	|Limestone	|Creation		|
|17	|Meteorite	|Light +		|
|18	|Mushroom	|Poison			|
|19	|Mandrake	|Curing +/Healing +	|
|20	|Holy Water	|Light			|
|21	|Nightshade	|Poison +		|
|22	|Oil		|Water			|
|23	|Pearl		|Projection		|
|24	|Root		|Earth +		|
|25	|Silk		|Binding +		|
|26	|Water		|Water +		|
|27	|Vinegar	|Acid +			|
|28	|Cursed Water	|Dark			|
+-------+---------------+-----------------------+

The biggest aspect about this is that you get to develop your spell 
requirements, such as Gunpowder + Pearl + Brimstone = Delayed Blast Fireball.  

you can also add your own reagents, and have them correspond to anything else.
  You can also disallow any spell, or add any spell in.  

The power up reagents are very powerful, so you have to be discrete with them,
 and have them fairly unique.  The common reagents are those without a + by 
the description.  If they have a +, they're the next level.  They can only be
 created by a higher level using Create Reagents.

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tacoma dnd group
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