Alchemist

An Alchemist Basic Information
Races Allowed: Human, Half-Elf, Gnome
Alignments Allowed: Any
Ability Requirements: Constitution 12+, Intelligence 15+
Prime Requisite: Intelligence
Hit Dice: d4
THAC0 Advancement: 1/3 (points/level)
Saving Throws: As per Wizard
Starting Cash: (2d4+2) x 10 gp

Proficiencies
Initial Weapon Proficiencies: 2
Weapon Proficiency Advancement: 1 every 5 levels
Non-Proficient Weapon Penalty: -4
Initial Non-Weapon Proficiencies: 4
Non-Weapon Proficiency Advancement: 1 every 3 levels
Available Categories: Common, Wizard, By Race
Bonus Proficiencies: Herbalism
Recommended Proficiencies: Brewing, Healing

Alchemists are scholars that bridge the gap between magic and science. Many regard them as mysterious beings to be both feared and avoided. They often live like hermits in their libraries and labs, spending their time brewing foul-smelling magical concoctions.

In truth, however, alchemists are very similar to a run of the mill wizard. They can use their talents for either good or evil. Those who know and understand the powers of the alchemist generally treat them with a measure of respect.

Requirements

In order to become an alchemist, a character must be extremely intelligent and hardy. To reflect this, no alchemist can have an Intelligence score of less than 15 or a Constitution score below 12. Alchemists may be of any alignment.

Racial Restrictions

Only humans, half-elves, and gnomes poses the combination of scientific curiosity and magical ability to become alchemists. The racial level limits and possible multi-class combinations appear below.

RaceLevel Limit
HumanUnlimited
Half-Elf12
Gnome15
Half ElfGnome
Alchemist/Fighter
Alchemist/Cleric
Alchemist/Thief
Alchemist/Fighter/Cleric
Alchemist/Fighter/Thief
Alchemist/Fighter
Alchemist/Thief

Weapons and Armor

Alchemists can use the following weapons: short bow, hand crossbow, light crossbow, dagger, dirk, knife, club, hand axe, throwing axe, horseman's mace, horseman's pick, javelin, spear, short sword, quarterstaff, war hammer

Alchemists may use any armor that is Studded Leather (AC 7) or lighter. Alchemists do not make use of shields.

Description

Alchemists tend to favor plain clothing. Their reclusive lives demand nothing in the way of ornamentation, style, or even modesty. As such, clothes are chosen only by their comfort and the warmth they provide.

Roleplaying

Alchemists are creatures of solitude and study. They tend to find social situations awkward and unpleasant. They find companionship in a small circle of friends and fellow researchers.

When alchemists travel, they do so for many of the same reasons that cause most mages to leave their homes. They learn of some secret ingredient or recipe, and this sometimes requires them to undertake adventures.

Benefits

In most ways, the powers of an alchemist match those of the traditional mage. In fact an alchemist may memorize and cast the wizard spells read magic, detect magic, or cantrip in lieu of brewing a first level potion.

The major difference between an alchemist and a mage, however, is reflected in the fact that they spend their time brewing their spells instead of memorizing them. Except for the three mentioned above, all of the spells that an alchemist uses are actually potions that must be imbibed or thrown to take effect. Thus, an alchemist who suspects that she will need a 4th-level stoneskin spell must brew a potion that will produce that effect when consumed. The time normally spent memorizing a spell is instead used to mix the ingredients of the potion. Thus, the aforementioned stoneskin spell would require four turns to prepare.

The number of potions that an alchemist can have ready at any one time is exactly equal to the number of spells that a specialist mage of that level could cast. Thus, a 10th-level alchemist can have five 1st- level potions, five 2nd-level potions, four 3rd-level potions, and three potions each of 4th- and 5th-level. Potions that are lost or given away still count toward this total until they are used or the alchemist "abandons" them, at which time they lose their power.

The major advantage to this type of magic is the speed with which many high-level spells can be cast. The "casting time" of an alchemist's spell is 1d4+2, regardless of the nature of the desired effect. This includes opening the potion, imbibing or throwing it, and a brief wait for it to take effect.

Another advantage to this type of spellcasting is the ability of an alchemist to give these potions to allies. For example, a mage cannot normally cast a gaze reflection spell on anyone but herself. An alchemist, however, could pass out elixirs that mimic this spell to her allies while they prepare to battle a basilisk or similar creature. The imbiber of the potion is affected just as if she herself had cast the spell.

An alchemist is also familiar with the more traditional magical potions listed in the DUNGEON MASTER Guide. This gives her a 10% chance per level to correctly identify any such potion (up to a maximum of 95%). There is no need to taste the potion or otherwise risk death or injury in examining the draught.

Hindrances

The greatest handicap to the magic of alchemists is the fact that they must make a successful attack roll to throw potions that mimic the effects of any spells with a range of greater than "0" or "touch." In both cases, the spell affects only the imbiber of the potion or a single creature struck by the potion. An alchemist cannot brew a potion that effects multiple targets.

An alchemist's brew spoils quickly once it is unstoppered. For that reason, it must be used on the round that it is opened. A longer delay causes the tonic to lose its efficiency. Also, the alchemist's tonics have a shelf life of no more than one week; potions imbibed beyond that point lose "one level" of efficacy (if applicable) per week, or they cease to have any effect at all. In other words, a burning hands tonic created by a fifth-level alchemist would normally inflict 1d3+10 points of damage. However, after one week it would drop to 1d3+8 points of damage, after two weeks it would fall to 1d3+6 points, and so on until it simply goes inert after five weeks. Meanwhile, an elixir designed to cause invisibility ceases to function at all one week after it is brewed. A freshness cantrip extends the expiration date of the tonic by one week per casting. At the Dungeon Master's option, the ingestion of an expired tonic can cause nausea, requiring a successful saving throw vs. poison to avoid a -1 penalty to all die rolls related to physical actions (including spellcasting) for 1d4 hours.

Thrown potions do not always break when they strike a creature. The DM may roll a saving throw vs crushing blow to see if the container breaks.

Further, a given person can safely make use of only one of the alchemist's mixtures at a time. To imbibe additional tonics while the first is still in effect requires the character to roll on Table 111: Potion Compatibility in the DUNGEON MASTER Guide.

All of the potions created by an alchemist are assumed to be stored in glass, clay, or similar natural containers. These are then stoppered and sealed with wax. As such, a severe blow or other trauma can ruin these spells by cracking or shattering the vials. If the residues of broken vials are allowed to mix, the Potion Compatibility table should be consulted. Containers other than those mentioned above (such as metal flasks) have a 25% chance of spoiling the tonic inside and rendering it inert.

Many spells do not lend themselves to being converted into potions. The alchemist will be unable to use these spells. For instance a potion that duplicates the knock spell is rather unlikely. The DM is the ultimate arbiter of which spells can be brewed into potion form and of how the alchemist discovers or finds new potion recipes.