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355 lines
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Plaintext
355 lines
17 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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ALCHEMIST - Mage subclass
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-------------------------
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Ability Requirements: Intelligence 15
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Constitution 12
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Wisdom 9
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Prime Requisite: Intelligence
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Races Allowed: Human, Elf, Half-elf,[Optional: Gnome, Halfling]
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Hit Dice, THAC0, Experience: as Mage
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Saving Throws: as Mage, but see also below
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The primary purposes of the Alchemist class are to identify and
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process ingredients for potions and oils, to make potions and oils,
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and to identify and prepare spell components for their Mage cousins
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(optional). Although they are not primarily spell-casters, they
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have some limited spell-casting ability (optional rules).
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Because spell casting is not the primary purpose of the Alchemist,
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he is allowed to wear leather or studded leather armor. However,
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if the Alchemist is to cast a spell, he must remove any armor first.
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The Alchemist is allowed the standard weapons of the mage class.
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[2Ed: The Alchemist gains proficiency slots like Mages.]
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The ability of Alchemists to create potions is based on a
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combination of the Alchemist's level and the difficulty "level"
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of the potion being created.
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At 1st level, when an Alchemist leaves his master's laboratory to
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start his own career, he will have 1D4+1 potion formulas in
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his/her formula book, plus 1 or 2 potions of each type for which
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he/she has the formula. (Creation of these potions were the
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Alchemist's final exam.)
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[Author's note: Keep in mind that the Alchemist has no spells at
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1st level, and won't be able to produce potions until he/she
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finds the components or earns enough gold to buy components.
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Also, if the Alchemist character is going to be an adventurer,
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his/her companions won't appreciate having to return to the
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Alchemist's lab every time the Alchemist wants to brew some more
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potions! So the Alchemist's initial potions (10 at the most) will
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eventually be used up and will be replaced quite slowly. Also
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there's no guarantee that any of the potions will be useful!]
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The class description is divided into these topics:
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- definition of potion level
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- potion creation rules
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- determining success of potion creation
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- learning potion formulas
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- researching new formulas
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- component purification rules
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- spell-casting ability (optional)
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- other benefits and restrictions
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"LEVEL" OF POTION
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-----------------
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[Author's note: I considered several ways to classify potions
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into complexity or difficulty levels, and finally just picked
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the simple, straight-forward method given here. If anyone can
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think of a better system that isn't totally arbitrary, please
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let me know!]
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The complexity or relative "level" of the potion to be created
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must be set to determine 1) time needed to create the potion; and
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2) bonuses or penalties to the Alchemist's chance of success.
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For a quick'n'dirty measure (usable with both 1Ed and 2Ed), I chose
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to use the experience point value for the potion, listed in the
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magic treasure tables in the back of the DM's Guide. The "level"
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of the potion is equal to the experience point value of the potion
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divided by 100, rounded down. Thus, for example, a potion of animal
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control would be a level 2 potion (250/100=2.5 or 2), and a potion
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of undead control would be level 6 (600/100=6). With this method,
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most potions are of level 2 or 3, but there are many with higher
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levels.
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POTION CREATION
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---------------
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Creating a potion requires four things:
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- a formula for the potion the alchemist can understand
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- all the components for the potion
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- the Alchemist's laboratory
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- time
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[Author's note: I won't try to list components for any potions
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here; that's up to the individual DM. The 1Ed DM's Guide suggests
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some ingredients for potions; use those or make up your own.]
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The time involved to make a potion is determined by this formula:
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potion "level" + (1D4 x "level) = number of days
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For example, making an Oil of Etherialness would take 6 days for
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the level of the potion plus 6D4 days, for a range of 12-30 days.
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As the Alchemist goes up in level, he can produce multiple potions
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of the same type, without greatly increasing the creation time.
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The Alchemist can produce [his level divided by 3] potions of the
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same type, provided sufficient components are available (minimum
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one potion). For each extra copy of the potion, add 2 days to the
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creation time (for additional mixing, quality control, etc.) Thus,
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if the Alchemist in the above example was 6th level, he could make
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2 potions, but the creation would take from 8-32 days.
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After the Alchemist finishes making one type of potion, he must
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spend 1 day cleaning his lab equipment before starting work
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on another potion type.
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[Optional Rule: The Alchemist can produce even more copies of a
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potion at higher levels. The Alchemist can create an additional
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potion per every 2 experience levels that exceed twice the level
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of the potion, rounded down. For example, if a 9th-level Alchemist
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was producing potions of fire resistance (potion "level" of 2),
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the number of potions the Alchemist could create using this rule
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would equal:
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[ Alchemist's level - (2 x potion level) ] / 2
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= [ 9 - (2 x 2) ] / 2
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= [ 9 - 4 ] / 2
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= 5 / 2
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= 2.5 = 2 (rounded down)
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This is *in addition* to the earlier rule for multiple potions,
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which would allow the Alchemist to create 3 potions (level 9 / 3
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= 3), so for this example, the Alchemist could create a total of
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5 potions of fire resistance. Remember that the creation time
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would increase by four days for the two extra potions.
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This optional rule makes higher-level Alchemists more powerful,
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but doesn't significantly affect low-level Alchemists. In fact,
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the Alchemist must be 6th level before this rule has any effect
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at all!]
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POTION CREATION SUCCESS
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-----------------------
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Potion creation success is calculated from the Alchemist's
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level and Intelligence and the potion's level.
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To determine if a potion was created successfully, the Alchemist
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must make a successful attribute check against his/her
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Intelligence. To this attribute check, add 1 for each level of
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experience of the Alchemist above the potion's level, or subtract
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2 for each level of the potion above the Alchemist's level.
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For example, if a 5th-level Alchemist with a 12 Int tries to make
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a potion of invisibility (potion level of 2), he must roll a 15
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or lower on his Intelligence check to succeed (base 12, with +3
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because the Alchemist is 3 levels higher than the potion). If the
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same Alchemist attempted to make a potion of giant control (potion
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level of 6), he would have to roll a 10 or lower (base 12 with -2
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because the potion is 1 level higher than the Alchemist).
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Normally, failure of the Intelligence check would either cause
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the potion to be noticeably ruined, or else produce a potion of
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delusion (DM's option). Each copy of a potion must be checked for
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separately.
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[Optional Rule: You can give the Alchemist critical successes for
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potion making, like doubling the potion's duration if he rolls a 1
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on his success check. Also, critical failures would be interesting,
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like on two 20s in a row, the Alchemist started a lab fire or
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caused an explosion that destroys the potion components and a big
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chunk of his equipment, and maybe injuring or killing himself in
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the fire or explosion.]
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LEARNING POTION FORMULAS
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------------------------
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The Alchemist, if he obtains a new formula for making a potion,
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has a percentile chance of learning to use the formula based on
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his Intelligence. The Alchemist uses the "Chance to Learn Spell"
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column on the Intelligence table in the Player's Handbook to
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determine if he is able to understand the formula. If the
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Alchemist fails the roll, he cannot attempt to learn the formula
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again until he goes up an experience level.
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COMPONENT PURIFICATION
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----------------------
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Another ability of the Alchemist is to purify components for
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potions or spells. When a spell or potion component is gathered
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from the wild, it's likely to have some amount of contamination
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in it, ranging from something as simple as dirt and dust to
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complex contaminants like disease or infection in animal (or
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human) blood or body parts.
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The creation times for creating potions assumes that the obvious
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contaminants have been removed from ingredients, but otherwise
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there is a small but significant amount of contamination in them.
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This contamination must be removed during the normal creation of
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the potion, and accounts for some of the variability in the time
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to create a potion.
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If the Alchemist desires, he can spend time purifying components
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in advance. If a potion is made with pre-purified substances, the
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random part of the creation time (i.e., the 1D4 per "level" of
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the potion) can be halved, rounding down. This can lead to large
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time savings during the creation of potions, especially higher
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level ones.
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Purifying components can enhance their shelf life. For example,
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dragon's blood will fade in power quickly as it decays, but
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purifying it would help preserve it (perhaps in a powdered form),
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so it could retain its power indefinitely.
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A simple rule to determine purification time would be that the
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Alchemist can purify enough of a single component in a single day
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to create [Alchemist's level+1D3] potions that require the
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component. The Alchemist must do this work in an alchemical lab.
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Purifying more than one type of component in a single day is
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unlikely, because the Alchemist's equipment must all be cleaned
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thoroughly to avoid contaminating the next component with traces
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of the last one.
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[Optional Rule: This purification process can also allow the
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Alchemist to produce components for spell casting, which the
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Alchemist can use himself, or sell to wizards for profit.]
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[Author's note: I would assume this is what low-level and
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apprentice Alchemists would do most of the time.]
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It's one of the jobs of an alchemist to produce some of the special inks
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for writing spells.
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SPELL USAGE (OPTIONAL RULE)
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---------------------------
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Since the Alchemist is a Mage sub-class, and since potions involve
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dealing with magical and arcane forces, the Alchemist has limited
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spell-casting ability. This ability is sharply limited from
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standard Mage spell-casting ability, but can be quite useful to
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an Alchemist who chooses to adventure.
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The Alchemist may learn spells from any school of magic, but is
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limited to spells that are below the 5th level (i.e., spells of
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spell levels 1-4).
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To determine the number of spells the Alchemist may memorize and
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cast per day, use the Wizard's spell progression chart as if the
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Alchemist was a mage of half his level, rounded down (i.e., a 7th
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level Alchemist would be able to cast two 1st-level spells and
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one 2nd-level spell, and a 1st-level Alchemist can cast no spells
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at all). Because the Alchemist's understanding of magic is limited,
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ignore the columns in the table for spells above 4th level (the
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Alchemist can never learn or use these spell levels).
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The Alchemist, like a mage, must keep his/her spells in a spell
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book, and must make a percentile roll to determine if he/she can
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learn a new spell. The Alchemist does not gain any spells
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automatically, and must find a spellbook or someone to teach
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her/him each spell.
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[Optional Rule: At 2nd level, you could grant the Alchemist 1D4
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spells, randomly determined, like for the 2Ed Bard class. Also,
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instead of using the Mage spell chart, you could further weaken
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this ability by using the Bard's spell chart.]
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[If you are using a non-standard magic system, simply adjust the
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Alchemist's spell-casting ability (spell points or whatever) to
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give him/her roughly half the strength of an equivalent-level
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standard Mage.]
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POTION RESEARCH
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---------------
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The simplest way to define potion research methods for the
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Alchemist is to use the spell research system for magic users.
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If an Alchemist completes the research successfully, he will
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have a new potion formula that he can enter in his potion book.
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[Author's note: Any other suggestions? Some method of letting
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the Alchemist analyze an unknown potion and figure out how to
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make it himself would also be appropriate, but I have no ideas
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on how to do that.]
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OTHER BENEFITS AND RESTRICTIONS
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-------------------------------
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The Alchemist has a base 5% per level chance to identify the
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function of any potions she/he may discover when adventuring,
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simply by noting color, clarity, smell, taste, etc. (He does
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not have to drink the potion to figure out what it is.) The DM
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can rule that Alchemists are fooled by potions of delusion just
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as characters who drink them. The maximum chance to identify an
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unknown potion is 95%.
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The Alchemist has a base 50% chance at 1st level to identify
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potions for which she/he knows the formula. (This chance is only
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50% because there might be many different formulas for obtaining
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the same effect - different components, creation techniques, etc.)
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This chance also increases 5% per level, to a maximum of 99%.
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Because the Alchemist is constantly exposed to dangerous
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substances and noxious gases, he/she gains a bonus to saving
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throws versus poison, acid, or poisonous gases (like Stinking
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Clouds). At 1st level, the Alchemist gains a +1 bonus on his
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saving throw vs. these things. This bonus increases by +1 for
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each 4 additional levels of experience (i.e., it becomes +2 at
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5th level, +3 at 9th level, etc.).
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[Author's note: This is the reason for the high Con requisite.]
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Because the Alchemist is only partially a spell-caster, he/she
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has a permanent -2 penalty on his/her saving throws vs. spells
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(except spells that produce acids or poison gases).
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To create potions or purify components, the Alchemist must have
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access to a fully-equipped laboratory of large size and
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complexity. At levels 1-3 (and at DM's option), the Alchemist may
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still have access to his master's laboratory. By 4th level,
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however, the Alchemist must either create his own lab, or else be
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willing to pay other Alchemists to use their labs (since
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Alchemists are unlikely to want other people messing up their labs,
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the rental cost will likely be high, at least 50 gp/day, plus at
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least 50% of the potions or components the Alchemist produces using
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the rented lab). The cost of a fully-equipped lab is at least 1,000
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gp, plus the cost of a secluded building to house the lab. Also,
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whenever the Alchemist uses the lab, you can assume an operating
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expense of 1D6 % of the original cost of the lab equipment each
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week to cover routine breakage and wearing out of equipment. Fire
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or explosions could destroy much or all of the lab.
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The Alchemist's laboratory is not portable! The Alchemist must
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go to it, cannot easily move it, and certainly cannot carry it
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around when adventuring. If an Alchemist must relocate his lab,
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he'll need a couple wagons, and there will probably be lots of
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damage to delicate equipment hauled over rough roads (which
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means additional expense).
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If you are using the 2Ed non-weapon proficiency system, the
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Alchemist will receive a +1 bonus to his potion creation rolls if
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he has the Herbalism proficiency, and also a +1 to his Herbalism
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proficiency checks. Also, if the Alchemist has the Healing
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proficiency, he will gain +1 on his Healing proficiency checks.
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[Author's note: There are lots and lots of things you can do with
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this class. One thing that comes to mind is to not allow the
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Alchemist to create potions of healing. An Alchemist who knows
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Healing could produce primitive medicines for resale, as well as
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more magical potions. By considering poisons - manufacturing,
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identifying, and neutralizing - you can add a whole new area of
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functionality to the class. But further enhancements I will
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leave to the DMs out there. If you come up with something good,
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please let me know!]
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[Author's note: There are many other things you could do with
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this class. Some thoughts:
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- can Alchemists make potions of healing?
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- making/detecting poisons seems related to alchemy,
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but would require many new rules
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- add non-magical substances, like Greek fire, petroleum
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refining, gunpowder, medicines, etc.
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- the classics: can the Alchemist turn lead to gold? And
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what does the Philosopher's Stone do, if it exists?
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Expand at your leisure!]
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