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Advanced Dungeons and Dragons Classes

The Alchemist
mnp@alpha.sunquest.com

Alchemists are believers in magic and technology. This makes them a very special subclass of sages (a sub-category of the "esoteric knowledge" branch). They are well versed in chemical, herbal, and metalurgical lore. They use this knowledge to manufacture their items. Alchemists usually don't go adventuring but can be persuaded (not too often) or go on their own free will if some sort of alchemical relic is involved.  They are induced more easily in going adventuring if they are hired for making, figuring out, and/or using their items. Alchemists acquire experience by using the items that they made (less for somebody else's), by figuring out items, and the money they get from services and items sold at a ratio of 10 gold pieces/1 experience point. 
Additional Notes: 
An alchemist's mobile laboratory will be a large wagon with all his/her materials.  This will be paid for by the employer(s). Alchemists can use barbaric weapons (such as swords and the like) but not get any experience for it.

Minimum ability scores: 

  • Intelligence: 15 
  • Wisdom: 13 
  • Dexterity: 13 
  • Racial Stock: Human or Half-elf or Elf 
  • Hit die type: d3 
  • Spell ability: None 
  • Class level limit: None 
  • Attack and Saving throw tables: 
  • Attack: As magic-user 
  • Saving Throw: As magic-user (the most beneficial) 
  • Armor & Weapons permitted: 
  • Armor: None 
  • Shield: None 
  • Weapons:  Use no weapons (except for what they make) 
  • Oil: Yes (rarely used) 
  • Poison: As dictated by alignment 
  • No. of attacks per round: 1 (as magic-user) 
  • Weapon proficiency: 
  • Initial Number of weapons:  1 
  • Non-proficiency penalty:   -5 
  • Added proficiency/level:   1/6 
  • Alignment: Any 
     
Exp. Points Level  Hit Die (d.3)  Title Abilities Gained
0-2,500
1
Student Chemist 
A
2,501-5,000
2
Graduate Chemist
B
5,001-10,000
3
3
Journeyman Chemist 
C
10,001-22,500
4
4
Low Chemist
D
22,501-40,000
5
5
Chemist
E
40,001-60,000
6
6
High Chemist
F
60,001-90,000
7
7
Alchemist
G
90,001-135,000
8
8
Black Alchemist
135,001-250,000
9
9
Grey Alchemist
250,001-375,000
10
10
White Alchemist
J
375,001-750,000
11
10+1
Silver Alchemist
K
750,001-1,125,000
12
10+2
Gold Alchemist
L
1,125,001-1,500,000
13
10+3
High Alchemist 
M
1,500,001-1,875,000
14
10+4
Eldest Alchemist 
N
1,875,001-2,250,000
15
10+5
Star Alchemist 
O
+600,000/level
Etc.
+1/lvl
Etc.
-

Acquired Abilities:

        1. Smoke bombs, low glues, and poison 
        2. Stink bombs, medium glues, alcohol, alloys, and matches 
        3. Poison gas bombs, high glues, acetone, poison antidote, and food preservatives 
        4. Medicinal products and water putrification elements 
        5. Slippery liquids physical, attributes boosters, and flash powder 
        6. Low acid and basic fire retardents 
        7. Medium acid, ultimate fire retardents, and 100% chance to identify poisons 
        8. Gunpowder, chemical welding agents, and 100% chance to identify any basic potion 
        9. "Bombs" and stone disolving agents 
        10. Highly sophisticated poisons and metal burning agents 
        11. Make any potion, cold bombs, and high acid 
        12. Combination bombs, lightning bombs, and stone gas bombs 
        13. Make any potion at double strength and basic electronics 
        14. Dynamite and combination time bombs 
        15. Intermediate electronics and rocket propulsion systems 
           
Item
Cost to prepare
Days to prepare
Effects
Smoke bomb
5
3
20'+1'/level x 20'+1'/level cloud. Obscures vision up to 3 feet.
Low glues
1
1.5
Elmer's glue.
Poison
7/die
2/die
Does 1d8+1/level. Half damage if save vs. poison is made.
Stink bomb
11
7
25'+1'/level x 25'+1'/level cloud. Same effect as a stinking cloud.
Medium glue
5
3.5
Super glue (the cheap stuff).
Alcohol
10
3
Burns as oil. Can heal 1-4 points.
Alloys
Varies
Varies
Can make a successful combination of any 2 metals.
Matches
7
4
100 matches.
Poison gas bomb
25/die
2/die
40'+2'/level x 40'+2'/level cloud. Does same damage as poison.
High glue
50
15
Tough glue (like on cartoons).
Acetone
50
10
Dissolves any sticky material. 
Poison antidote
47
12
As it says.
Food preservatives
12
6.5
Preserves food for up to 30 days.
Medicinal products
75
10
Heals 1d8+1 point/level. Can cure disease.
Water puke
11
2.5
Poisons water or other liquids up to 1,000 cubic feet (can be reversed)
Slippery liquids
17
7
As an oil of slipperiness.
Attribute boosters
750
21
Can raise strength, constitution, dexterity, or charisma 1 + 1 point/5 levels (lasts 1 turn). 
Flash powder
27
9
As the spell fireworks + 1 point of damage/level.
Low acid
72
12
Does 1-6 damage/round Lasts 1-10 rounds.
Basic fire retardents
150
4
Adds a +3 saving throw vs. fire to the item it's applied to.
Medium acid
97
23
Does 1-6 damage/round. Lasts 2-20 rounds.
Ultra fire retardents
112
14
Makes item 100% fire proof. 
Gunpowder
202
11
When made into a crude bomb, does 5-50 damage in a 30'x30' area.
Chem. weld. agents
47
19.5
Instantly fuses 2 elements. 
"Bombs"
572
29
Does 10-100 damage in a 40'x40' area (anything flammable catches fire if save is failed).
Stone dis. agents
86
10
Instantly disolves 10 cubic feet of stone.
Highly soph. poisons
20/die
4/die
It's up to you (i.e. delayed action, die or take damage, etc.).
Metal burn. agents
279
23
Sets any metal aflame for 1-6 rounds. Unstoppable!!
Make potions 
Varies
Varies
Can make potion of your choice.
Cold bomb
623
34
40'x40' area cloud. 11d.8 damage.
High acid
520
23
2-8 points/round. Lasts until cleansed or object is eaten away.
Combinated bomb
Varies
Varies
Varies
Lightning bomb
12937
50
Black lightning covers victim's body. If  save vs. magic is made, all but 1-4 hit points gone, if save failed, death.
Stone gas bomb
729
7
40'x40' area cloud. All in it save vs. stoning at -2.
Make 2x potion
Varies
Varies
As it says.
Basic electronics
-
-
Understands the concepts of positive and negative, which materials conduct electricity, and from now has +2 on electrical saves and -1/die of damage.
Dynamite
1572
12
45'x45' area blast.  1-100 damage + 10-100 structural damage.
Comb. time bomb
Varies
Varies
It's up to you.
Intermediate electronics
-
-
Can make crude batteries and electromagnets.
Rocket 
propulsion system
2050
3
Makes a bazooka type of delivery weapon that can shoot any type of  bomb or potion. Has the range of a heavy crossbow.  Add 500 g.p. to the cost of any bomb to be shot.