Aleucard
04-19-2010, 11:08 PM
Hi. This is a little pet project of mine trying to adapt the FMA Alchemist to DnD. Yeah, read it first before you harp on the concept. If at all possible, it would be very beneficial to hear your opinion on this thing, and maybe give some suggestions to make it better. This is still very much so a work in progress, so be ready for that. Well, let's get started, shall we?
EDIT: I updated/overhauled the thing recently, so this should be a little more organized. What do you think? Some bits are missing, but this IS still a rough draft. They're a work in progress.
Alchemist (bullet points)
Class Skills (Skill Points = 5 + Int modifier, x4 at level 1)
Spot (Wis), Listen (Wis), Knowledge (Int), Decipher Script (Int), Concentration (Con), Search (Int), Gather Information (Cha), Appraise (Int), Survival (Wis), Sleight of Hand (Dex), Sense Motive (Wis), Bluff (Cha)
Table (Alchemist) Hit Die: d6
|---------------|Saving Throws|
|---------------|_____________|
Level|----BAB---|Fort|Ref|Will|Special
__________________________________________________ _______________
1----|----+0----| +0 |+2 | +2 |Basic Alchemy, Alchemy Training, Bonus Feat
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2----|----+1----| +0 |+3 | +3 |
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3----|----+2----| +1 |+3 | +3 |
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4----|----+3----| +1 |+4 | +4 |
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5----|----+3----| +1 |+4 | +4 |
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6----|----+4----| +2 |+5 | +5 |
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7----|----+5----| +2 |+5 | +5 |
__________________________________________________ _______________
8----|---+6/+1--| +2 |+6 | +6 |
__________________________________________________ _______________
9----|---+6/+1--| +3 |+6 | +6 |
__________________________________________________ _______________
10---|---+7/+2--| +3 |+7 | +7 |Intermediate Alchemy
__________________________________________________ _______________
11---|---+8/+3--| +3 |+7 | +7 |
__________________________________________________ _______________
12---|---+9/+4--| +4 |+8 | +8 |
__________________________________________________ _______________
13---|---+9/+4--| +4 |+8 | +8 |
__________________________________________________ _______________
14---|--+10/+5--| +4 |+9 | +9 |
__________________________________________________ _______________
15---|-+11/+6/+1| +5 |+9 | +9 |
__________________________________________________ _______________
16---|-+12/+7/+2| +5 |+10| +10|
__________________________________________________ _______________
17---|-+12/+7/+2| +5 |+10| +10|
__________________________________________________ _______________
18---|-+13/+8/+3| +6 |+11| +11|
__________________________________________________ _______________
19---|-+14/+9/+4| +6 |+11| +11|
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20---|+15/+10/+5| +6 |+12| +12|Advanced Alchemy
Weapon and Armor Proficiency: All simple and martial weapons, light armor, general shield proficiency
(character level X will save X (int mod + wis mod)) = spirit points (minimum 100), regenerated 1%/round outside of combat, .5% inside of combat
Alchemy (the main feature of this class) is the transmutation of one type of substance in to another shape and form of substance. The transmutation itself is very noticeable, both by sight (appears as if lightning is arcing from the transmuted area, illuminates surrounding area same as Daylight spell (not treated as actual daylight), DC 15 fort/ref save for non-alchemist against hindered vision (visual range 50%, spot/search DCs +10) for 1d4 rounds if 1 square away from transmutation or closer) and sound (sounds like a real-world tesla coil, listen DC -15). These effects occur for the duration of the transmutation.
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Alchemists use spirit points for their transmutation abilities. They can use more than 100% of the listed number, but with certain penalties. Those penalties are as follows: -1 spirit points to -25% spirit points = fatigued, -25% to -50% =exhausted, -50% to -75% is unconscious, -100% is dead. If anyone dies from being brought to -100% spirit points, they can't be revived for 25 weeks - their character level, 1 week minimum by anything short of Ressurection, and they remain unconscious for however long is left of that time (no need to worry about nutrition for this time). True Ressurection reduces the time remaining by 75% (rounded to the nearest hour).
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Alchemists must use glyphs in order to properly use alchemy. These glyphs are given a rating based on how intricate and complex it is. The maximum rating an alchemist can draw himself is [1/2 alchemist class level (rounded to nearest whole number) + int modifier], with a minimum of level 3. The glyph is used to determine the maximum size of transmutations [max range of transmutation = alchemist level x glyph complexity x 5 ft.]. Glyphs drawn by an alchemist must be of a minimum size in order to be drawn properly. This size is determined by how the glyph's level compares to the alchemist's class level (1/4 of the alchemist's level can be drawn on a 2x2 inch area (called type 0), 1/2 can be drawn on a 10x10 inch area (called type 1), 3/4 can be drawn on a 10x10 foot area (called type 2), equal to the alchemist's level or more can be drawn on a 40x40 foot area (called type 3)). Glyphs are specialized to the type(s) of alchemy they use, and people knowledgable in alchemy can identify what an individual symbol transmutes (alchemists that can draw the symbol's complexity recognize after [type alchemist can draw symbol at] rounds of study (1 move action minimum), otherwise is a Knowledge (Alchemy) check DC 15 + [glyph's complexity rating] (alchemist's subtract [highest complexity rating alchemist can draw] from the check) that takes 5 rounds). A glyph can only do transmutations involving all the types it uses (ex.: a Complex + Metal glyph can only do Complex + Metal transmutations, not Complex or Metal).
Trying to use a glyph for something it can't do doesn't work. Alchemists may use glyphs made by others, but they take a level penalty to the alchemy types used if they can't draw it (assuming they can make a DC [10 + glyph's complexity rating] Alchemist class level check to use the glyph in the first place (failed checks can't be made again for 1 hour, don't need to reroll after succeeding once)). The penalty is -1 for each point of difference between the maximum complexity rating the alchemist can draw and the glyph's complexity rating. If the alchemist can draw the glyph but not at the size type it's at, the penalty is the difference between the types. As an example of this penalty, if a level 4 alchemist with an int modifier of +2, a Metal Alchemy level of 4, and a Complex Alchemy level of 2 were to use a Metal/Complex symbol with a complexity rating of 5, his effective alchemy rating if he used that symbol would be Metal Alchemy 3 and Complex Alchemy 1.
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There are various types of alchemy, designated by the thing they either transmute or the effect of the transmutation. These type are Life, Metal, Mineral, Gas, Liquid, Organic, Deconstruction, and Complex. The first six are types of materials, while the last two are processes. The levels in each of these help determine what sorts of transmutations the alchemist may accomplish, their maximum weight, and the spirit energy costs of the transmutations. The base line equations for all of these are maximum mass transmuted = [symbol's complexity level x largest related Alchemy level x 5] lbs. and spirit energy cost = [affected volume x affected mass x (1/sum of related alchemy levels)] points. These are assuming the targets are either willing or inanimate. Exceptions to these rules are discussed in each of the types' own sections.
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Bonus feats (feats with asterisk (*) are on dandwiki.com's 3.5e homebrew section) (may be taken at level 1, 4, and every 4th level thereafter): Alertness, Balanced Strike* (alchemist level 8 minimum), Blindsense* (alchemist level 4 minimum), Bloodletting* (alchemist level 8 minimum), Bookworm*, Combat Expertise, Cunning Dodge*, Cunning Strike*, Deft Hands, Diligent, Fleet of Foot (alchemist level 4 minimum), Greater Blindsense* (alchemist level 20 minimum), Improved Blindsense* (alchemist level 10 minimum), Knowledgeable* (1st level only), Natural Skill* (1st level only), Overbear*, Power Attack, Perception* (alchemist level 4 minimum), Perceptive* (alchemist level 8 minimum), Perfect Blindsense* (alchemist level 30 minimum), Recover* (alchemist level 4 minimum), Run, Safe Recover* (alchemist level 12 minimum), Self-Sufficient (alchemist level 4 minimum), Stealthy (alchemist level 4 minimum), Superior Expertise, Track (alchemist level 4 minimum), Two-Weapon Fighting, Weapon Focus
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Alchemy Training: Alchemists get 1 training point they can put in to any alchemy discipline they wish per level. These disciplines are metal, mineral, liquid, gas, organic, life, deconstruction, and complex. These levels determine what the alchemist can make with transmutations, and how much the transmutations cost. This is explained in greater detail in each discipline's section. Alternatively, the alchemist may put this point in to specialized alchemist "feats".
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Basic Alchemy
When this feat is acquired, all alchemy training levels are raised by 1 (from 0), which allows rudimentary use of all alchemy types. These levels (and all permanent alchemy training levels applied afterward) cannot be undone by any method short of permanent level loss.
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Intermediate Alchemy
When this feat is acquired, all alchemy training levels are raised by 3.
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Advanced Alchemy
When this feat is acquired, all alchemy training levels are raised by 5.
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Alchemist Feats: Compressive Alchemy, Leapfrog Alchemy, Layered Alchemy, Restructuring Alchemy, Remote Control, Conversion Alchemy, Fast Transmutation, Suppressed Transmutation, Energy Expansion
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Energy Expansion: Alchemist needs a +4 Wis modifier and 300 spirit points minimum to take this feat. It can be taken multiple times (and the effects stack), but the wis modifier requirement increases by 1 each additional time. The alchemist can add 1 to his effective wis modifier for the purpose of determining his spirit points (adds to his will save in this equation as well). For example, a level 4 alchemist who takes this feat with a +4 wis modifier and a + 2 int modifier normally has 192 spirit points. With this feat, his effective wis modifier is +5, and his effective will save is +9. This increases his spirit points to 252.
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Suppressed Transmutation: Alchemist needs a +2 wis modifier, a +3 int modifier, and 3 levels in related alchemy disciplines minimum to use this feat. Transmutations under this effect have the noticeable side-effects dampened under one of a variety of degrees. These degrees are level 1 (illumination range is 6 squares full+6 squares dim, hindered vision effect's DC becomes 10 and has to be same square, listen DC is -5), level 2 (illumination range is 2 squares full/2 squares dim, hindered vision effect's DC becomes 5, listen DC is 5), and level 3 (illumination range is 1 square dim, hindered vision effect is lost, listen DC is 15). Level 1 adds 10% to the transmutation's spirit energy cost, level 2 adds 30%, and level 3 adds 50%.
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Fast Transmutation: Alchemist needs a +1 int modifier and 3 levels in related alchemy disciplines minimum to use this feat. Normally, transmutations occur at a rate of [3 x most applicable alchemy level] square feet/round. This feat modifies that equation, changing it to [15 x most applicable alchemy level] square feet/round. No other parameter is changed by this feat.
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Compressive Alchemy: Alchemist needs a +3 int modifier, 7 levels in Complex Alchemy, and 3 levels in relevant alchemy types minimum to use this feat. The alchemist can compress matter into a smaller volume than normal, reducing volume by as many as [alchemist's int + wis modifier] size classes. It still weighs as much as it did normally. The item's HP remains the same, and hardness is increased by either +2 or 1/5 the item's normal hardness (whichever's higher) for each size class it was lowered by. Materials compressed in this fashion are considered [size classes compressed x2] times deeper for a given depth (example: a desintegration spell that destroys 5' of material would destroy 2'6" of material compressed 1 size class). Weapons do the damage they would deal if they were their normal size class. Armor has its AC as if it were its normal size class. The people who use this equipment must have strength and (in the case of armor) dex modifiers equal to the number of size classes the item was compressed by in order to not get any penalties (for weapons, multiply the difference by 2 and subtract that from attack rolls) (for armor, multiply the difference (str and dex are done separately) by 2 and subtract that from related skill checks). The alchemist must be able to make a masterwork version of the equipment he's making with alchemy in order to be able to compress it. Using this feat adds 25% to the spirit energy cost of transmutations involved.
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Leapfrog Alchemy: Alchemist needs a +2 int modifier, 4 levels in Complex Alchemy, and 6 levels in relevant alchemy types minimum to use this feat. The alchemist can "leapfrog" transmutations across one medium. For example, an alchemist can transmute by making an attack with a held weapon rather than an unarmed strike, or transmute a body of water without having to come in to contact with it. This can't occur across anything besides liquids or solids without meeting a separate set of requirements (+5 int modifier, 14 levels in Complex Alchemy, 16 levels in relevant alchemy types). The transmutation's maximum range is [1/2 alchemist's level x used glyph's level x 5] feet. Using this feat adds 10% to the spirit energy cost of transmutations involved (30% for the across-gas use).
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Layered Alchemy: Alchemist needs a +2 int modifier, 3 levels in Complex Alchemy, and 3 levels in relevant alchemy types minimum to use this feat. The alchemist can make items he transmutes have small hollow sections inside, which are capable of containing various things, most notably useful liquids and alchemical glyphs. Glyphs inside items may be used by the owner of the item as normal (item has to come in contact with transmuted substance rather than alchemist). If the section is instead filled with any liquid, the alchemist may use it as if it were applied to the item (in the case of substances like acid and alchemist's fire, successful hits act as normal but with no splash damage). The item's compartment may be filled or drained at a rate of 1 unit/move action (provokes attacks of opportunity, can't mix different liquids, contents may be consumed by user as normal if they are proficient in the equipment's use (it's a full-round action otherwise)). Items sized have compartments as follows; fine (1 compartment), dimunitive (2 compartments), tiny (3 compartments), small (6 compartments), medium (10 compartments), large (18 compartments), huge (32 compartments) gargantuan (56 compartments) colossal (100 compartments). Using this feat adds 15% to the spirit energy cost of transmutations involved.
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Restructuring Alchemy: Alchemist needs a +5 int modifier, 11 levels in Complex Alchemy, Compressive Alchemy, and 9 levels in Organic or Metal Alchemy (depending on what race you're affecting) minimum to use this feat. The alchemist may remodel a character's body in to something stronger. The alchemist may add [alchemist's int modifier] points to the target's strength and/or dexterity score however they wish (all in to strength, all in to dex, or something in between). The character must have a constitution modifier at least equal to the total increase to undergo the process. The bonus points are recorded separately, though for all intents and purposes they are incorporated in to the character's base stats. This process takes 2d4 days to complete for every point added (recovery time included). Alchemists must have an int modifier at least equal to the total change in order to modify the stats. This process ignores spirit energy cost, though the alchemist must have [15000 x total bonus applied) x (1/(Complex Alchemy level + Organic or Metal Alchemy level))] spirit energy points in order to do the transmutation.
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Remote Control: Alchemist needs a +2 int modifier, 4 levels in Complex Alchemy, and 5 levels in Life Alchemy. When creating machinery, the alchemist may imbue the machine with some of their spirit energy at the same time. While it retains this energy, the machine can be controlled by the alchemist as if it were his own body, even while the alchemist operates normally. This is because of a connection maintained automatically between the machine and the alchemist. If the connection is broken, the machine is rendered inert. The connection is broken either when the alchemist wills it (free action), when the alchemist or the machine is brought to 0% spirit energy, or when the alchemist is rendered unconscious. The machine is considered to have [1/6 spirit energy points imbued in machine] health points. When the machine is brought to 0 health, it is considered out of spirit energy. Hardness applies to damage to the machine as normal. Healing spells of any sort don't affect the machine's HP. Spirit energy points put in to the machine's health aren't regenerated until the machine loses them. The machine may be controlled out to a distance of [character level x int modifier x 5] feet. Only one machine may be controlled like this at a time. The process costs [500 x (1/Life Alchemy level)] spirit energy points, on top of the cost of the points imbued in the machine.
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Conversion Alchemy 1: Alchemist needs a +2 int modifier, 6 levels in Complex Alchemy, and 3 levels in Life Alchemy minimum. allows the alchemist to transfer spirit energy between any targets he can transmute. He may strip all the energy from a target (will save for half, DC [10 + Alchemist class level + int modifier]) and add it to his own or another willing target (energy exceeding 100% dissipates at 1%/round), or give the target a portion of his own energy (until target hits 100% or alchemist hits 0%, whichever comes first).
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Conversion Alchemy 2: Alchemist needs a +3 int modifier, 12 levels in Complex Alchemy, 7 levels in Life Alchemy, and Conversion Alchemy 1 minimum. The alchemist may use his own spirit energy to materialize substances. He can materialize 1 lb. of material for every [630 x (1/(related Alchemy level + Life Alchemy Level))] spirit energy points spent. The alchemist must have a sample of the material he's creating in order to materialize it.
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Conversion Alchemy 3: Alchemist needs a +5 int modifier, 15 levels in Complex Alchemy, 9 levels in Life Alchemy, Restructuring Alchemy, and Conversion Alchemy 2 minimum. The althemist may condense spirit energy into a Philosopher's Stone. This stone has spirit energy points equal to the total amount of points infused into it, and a spirit energy recharge rate equal to 1%/round for each living creature infused into the stone (.5%/round instead for each animal-intelligence creature and living creature that donated >50% of their spirit energy without dying). Creatures can donate spirit energy either willingly or unwillingly, and the alchemist chooses how much to take (penalties for having less than 0% spirit energy points apply normally, alchemist can't take more than -100% of a creature's spirit energy). The stone can be made to pay any spirit energy costs instead of the alchemist controlling it at their discretion. The initial cost to make any size of philosopher's stone is [18144 x 1/(Complex Alchemy level + Life Alchemy level)] spirit energy points. The maximum number of creatures that can donate energy besides the alchemist is [(character level/5) x glyph level]. Creatures may roll a will save to resist having their spirit energy taken (successful save takes half of energy wanted by alchemist) at DC [10 + character level + wis modifier].
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Life Alchemy
Life Alchemy is the transmutation of souls and spirits. This is most commonly used in either creating artificial life (commonly either chimeras or homunculi of all sorts,) or in dealing with certain types of undead (affects incorporeal/successfully targeted ethereal targets normally). Certain special Alchemy feats also make use of it. Since there is no real weight to spirit energy, the equation to determine how much you can manipulate with this type is [Life Alchemy level x symbol complexity rating x 10] spirit energy points. The direct attack application of this type does health drain that can't be healed by non-magical methods and affects ethereal targets, and costs 25% more than normal.
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Metal Alchemy
Metal Alchemy is the transmutation of iron, mithril and other metals. This is most commonly used in either fashioning comparatively cheap equipment or destroying the opponent's. The equation for transmuting unattended materials remains the same. The direct attack application of this type deals damage to metal items and creatures (such as most constructs and warforged) as normal (ignoring hardness and damage reduction granted from nonmagical sources).
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Mineral Alchemy
Mineral Alchemy is the transmutation of stone, brick and other minerals. this is most commonly used in either creating temporary fortifications or destroying existing ones. The equation for transmuting unattended materials remains the same. The direct attack application of this type deals damage to mineral items and creatures (such as some constructs and most buildings) as normal (ignoring hardness and damage reduction from nonmagical sources).
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Gas Alchemy
Gas Alchemy is the transmutation of air, fog and other gases. This is most commonly used in either purifying the air to make it breathable or fouling it in some fashion (either through poison, acid, or fire). Since gases by nature have no appreciable weight, the equations for affected mass and spirit energy cost are altered (affected mass equation is replaced by affected volume = [symbol complexity rating x Gas Alchemy level x 5] feet, and spirit energy cost is as described below). The alchemist may either make the transmutation affect a nearby area (at least one square of affected area must be within alchemist's reach) or a more distant spot. The alchemist can project the affected area by transmuting only a small line of the transmutation (not affecting anything in the square), affecting an area [Gas Alchemy level x 5] feet away for every square added to the total transmutation area.
To turn the air in to poison or acid, the alchemist must have a sample of the poison to be transmuted or some acid (or equipment that deals acid damage) on hand. To turn the air in to fire, the alchemist must either create a spark (free action with flint and steel) or have some burning object (torch, tindertwig, or equipment that deals fire damage). The air can be made simply unbreathable (disperses in light wind in 4 rounds, 1 round in moderate wind, air in area doesn't count as breathed (still technically breathe normally, but is useless)) and/or foggy (as fog cloud) in the affected area as well. The cost of transmuting a poison is [Save DC of poison x affected squares or number of units x 2] spirit energy points (can only transmute inhaled poisons). The cost of the unbreathable air and fog transmutations are as normal (may do these on top of another gas transmutation except for fire, but are done separately and add to the spirit energy cost). The acid and fire transmutations are direct damage, and calculated accordingly (fire can light flammable targets for 1 round (costs 15% more than normal), and acid lingers for 1d3 rounds (costs 30% more than normal)deals normal damage to all that come in to contact with it).
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Liquid Alchemy
Liquid Alchemy is the transmutation of water, ale and other liquids. This is most commonly used in either making drinkable liquids or fouling them (either through poison or acid). The equation for transmuting unattended materials remains the same. To transmute the liquid in to poison or acid, the alchemist must have a sample of the poison to be transmuted or some acid (or equipment that deals acid damage) on hand. Ingested poisons function normally, but the save DCs for unconcentrated The cost of transmuting a poison is [Save DC of poison x affected squares or number of units x 2] spirit energy points (can transmute all poisons except inhaled). Transmuting an ingested poison as affected squares works as normal (functions same as inhaled poisons for water-breathing targets in affected area), but the save DCs of injury and contact poisons are decreased by 2 and 4, respectively (injury functions whenever character has a wound immersed in affected water). The acid transmutation is direct damage, and its spirit energy cost is calculated accordingly (acid is in effect for 1d3 rounds (costs 30% more than normal), deals normal damage to all that come in to contact with it).
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Organic Alchemy
Organic Alchemy is the transmutation of plants, meat, and other organic matter. This is most commonly used in either making equipment and useful items from organic matter (wood, hide, and/or leather armor/weapons, some utilitarian items, and explosives (detailed in Complex Alchemy section)) or damaging organic items and creatures (wood and hide/leather are organic, most creatures of all sorts are organic). The equation for transmuting unattended materials remains the same. The normal direct damage application of this type deals damage to organic items and creatures (ignoring hardness and damage reduction from nonmagical sources).
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Deconstruction Alchemy
Deconstruction Alchemy is the process of breaking down a target material. This is used in either destroying targets or separating material types (some substances have multiple material types in them, this separates it in to the two). This alchemy type can't be used without also using a material alchemy type. The costs for all transmutations involving this alchemy type are as detailed in the material type's sections, except in the case of separating a material in to its base material types. This costs [affected squares x affected mass x (1/Deconstruction Alchemy + (1/2 sum of other related alchemy types)]. Except where noted, separating a material in this fashion creates equal weights of the material types involved. (not finished)
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Complex Alchemy
Complex Alchemy is the process of making complex transmutations. These include things such as making equipment, transmuting certain substances, and almost anything involving multiple material types. This alchemy type can't be used without also using a material alchemy type. The costs for all transmutations involving this alchemy type are as detailed in the material type's sections, except as noted here. (not finished)
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Direct Damage
All material alchemy types have direct damage uses, with additional stipulations as detailed in their individual sections. All those applications, though, use this section to determine the base cost of the transmutation, as well as exactly how much damage they can do. The rules for these are as follows.
The largest die and maximum damage that can be used is determined by the sum of the character's related alchemy levels (material type being damaged + (commonly) either deconstruction or complex alchemy, depending on the method used). The maximum damage (if all damage dice rolled the highest number possible) that the alchemist can have is [10 x (sum of 2 highest relevant alchemy levels)]. The largest and smallest dice available increase (from d4-d8) when the sum of the two most related alchemy types is 6, 10, and 18, to a maximum and minimum of d20 and one point, respectively. The alchemist can buy a number of single points of damage for minimal cost equal to [alchemist's class level + int modifier]. The actual cost for damage dice is as follows; 1 point (if at or under the minimal-cost limit) =
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Material Rating
Every material is different. Even among things of the same type, there's different qualities of material to be dealt with. This rating defines that. The lower the rating as it compares to your, the more freely that material can be made in to intricate items such as weapons and jewelry.
EDIT: I updated/overhauled the thing recently, so this should be a little more organized. What do you think? Some bits are missing, but this IS still a rough draft. They're a work in progress.
Alchemist (bullet points)
Class Skills (Skill Points = 5 + Int modifier, x4 at level 1)
Spot (Wis), Listen (Wis), Knowledge (Int), Decipher Script (Int), Concentration (Con), Search (Int), Gather Information (Cha), Appraise (Int), Survival (Wis), Sleight of Hand (Dex), Sense Motive (Wis), Bluff (Cha)
Table (Alchemist) Hit Die: d6
|---------------|Saving Throws|
|---------------|_____________|
Level|----BAB---|Fort|Ref|Will|Special
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1----|----+0----| +0 |+2 | +2 |Basic Alchemy, Alchemy Training, Bonus Feat
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2----|----+1----| +0 |+3 | +3 |
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3----|----+2----| +1 |+3 | +3 |
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4----|----+3----| +1 |+4 | +4 |
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5----|----+3----| +1 |+4 | +4 |
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6----|----+4----| +2 |+5 | +5 |
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7----|----+5----| +2 |+5 | +5 |
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8----|---+6/+1--| +2 |+6 | +6 |
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9----|---+6/+1--| +3 |+6 | +6 |
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10---|---+7/+2--| +3 |+7 | +7 |Intermediate Alchemy
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11---|---+8/+3--| +3 |+7 | +7 |
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12---|---+9/+4--| +4 |+8 | +8 |
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13---|---+9/+4--| +4 |+8 | +8 |
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14---|--+10/+5--| +4 |+9 | +9 |
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15---|-+11/+6/+1| +5 |+9 | +9 |
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16---|-+12/+7/+2| +5 |+10| +10|
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17---|-+12/+7/+2| +5 |+10| +10|
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18---|-+13/+8/+3| +6 |+11| +11|
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19---|-+14/+9/+4| +6 |+11| +11|
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20---|+15/+10/+5| +6 |+12| +12|Advanced Alchemy
Weapon and Armor Proficiency: All simple and martial weapons, light armor, general shield proficiency
(character level X will save X (int mod + wis mod)) = spirit points (minimum 100), regenerated 1%/round outside of combat, .5% inside of combat
Alchemy (the main feature of this class) is the transmutation of one type of substance in to another shape and form of substance. The transmutation itself is very noticeable, both by sight (appears as if lightning is arcing from the transmuted area, illuminates surrounding area same as Daylight spell (not treated as actual daylight), DC 15 fort/ref save for non-alchemist against hindered vision (visual range 50%, spot/search DCs +10) for 1d4 rounds if 1 square away from transmutation or closer) and sound (sounds like a real-world tesla coil, listen DC -15). These effects occur for the duration of the transmutation.
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Alchemists use spirit points for their transmutation abilities. They can use more than 100% of the listed number, but with certain penalties. Those penalties are as follows: -1 spirit points to -25% spirit points = fatigued, -25% to -50% =exhausted, -50% to -75% is unconscious, -100% is dead. If anyone dies from being brought to -100% spirit points, they can't be revived for 25 weeks - their character level, 1 week minimum by anything short of Ressurection, and they remain unconscious for however long is left of that time (no need to worry about nutrition for this time). True Ressurection reduces the time remaining by 75% (rounded to the nearest hour).
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Alchemists must use glyphs in order to properly use alchemy. These glyphs are given a rating based on how intricate and complex it is. The maximum rating an alchemist can draw himself is [1/2 alchemist class level (rounded to nearest whole number) + int modifier], with a minimum of level 3. The glyph is used to determine the maximum size of transmutations [max range of transmutation = alchemist level x glyph complexity x 5 ft.]. Glyphs drawn by an alchemist must be of a minimum size in order to be drawn properly. This size is determined by how the glyph's level compares to the alchemist's class level (1/4 of the alchemist's level can be drawn on a 2x2 inch area (called type 0), 1/2 can be drawn on a 10x10 inch area (called type 1), 3/4 can be drawn on a 10x10 foot area (called type 2), equal to the alchemist's level or more can be drawn on a 40x40 foot area (called type 3)). Glyphs are specialized to the type(s) of alchemy they use, and people knowledgable in alchemy can identify what an individual symbol transmutes (alchemists that can draw the symbol's complexity recognize after [type alchemist can draw symbol at] rounds of study (1 move action minimum), otherwise is a Knowledge (Alchemy) check DC 15 + [glyph's complexity rating] (alchemist's subtract [highest complexity rating alchemist can draw] from the check) that takes 5 rounds). A glyph can only do transmutations involving all the types it uses (ex.: a Complex + Metal glyph can only do Complex + Metal transmutations, not Complex or Metal).
Trying to use a glyph for something it can't do doesn't work. Alchemists may use glyphs made by others, but they take a level penalty to the alchemy types used if they can't draw it (assuming they can make a DC [10 + glyph's complexity rating] Alchemist class level check to use the glyph in the first place (failed checks can't be made again for 1 hour, don't need to reroll after succeeding once)). The penalty is -1 for each point of difference between the maximum complexity rating the alchemist can draw and the glyph's complexity rating. If the alchemist can draw the glyph but not at the size type it's at, the penalty is the difference between the types. As an example of this penalty, if a level 4 alchemist with an int modifier of +2, a Metal Alchemy level of 4, and a Complex Alchemy level of 2 were to use a Metal/Complex symbol with a complexity rating of 5, his effective alchemy rating if he used that symbol would be Metal Alchemy 3 and Complex Alchemy 1.
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There are various types of alchemy, designated by the thing they either transmute or the effect of the transmutation. These type are Life, Metal, Mineral, Gas, Liquid, Organic, Deconstruction, and Complex. The first six are types of materials, while the last two are processes. The levels in each of these help determine what sorts of transmutations the alchemist may accomplish, their maximum weight, and the spirit energy costs of the transmutations. The base line equations for all of these are maximum mass transmuted = [symbol's complexity level x largest related Alchemy level x 5] lbs. and spirit energy cost = [affected volume x affected mass x (1/sum of related alchemy levels)] points. These are assuming the targets are either willing or inanimate. Exceptions to these rules are discussed in each of the types' own sections.
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Bonus feats (feats with asterisk (*) are on dandwiki.com's 3.5e homebrew section) (may be taken at level 1, 4, and every 4th level thereafter): Alertness, Balanced Strike* (alchemist level 8 minimum), Blindsense* (alchemist level 4 minimum), Bloodletting* (alchemist level 8 minimum), Bookworm*, Combat Expertise, Cunning Dodge*, Cunning Strike*, Deft Hands, Diligent, Fleet of Foot (alchemist level 4 minimum), Greater Blindsense* (alchemist level 20 minimum), Improved Blindsense* (alchemist level 10 minimum), Knowledgeable* (1st level only), Natural Skill* (1st level only), Overbear*, Power Attack, Perception* (alchemist level 4 minimum), Perceptive* (alchemist level 8 minimum), Perfect Blindsense* (alchemist level 30 minimum), Recover* (alchemist level 4 minimum), Run, Safe Recover* (alchemist level 12 minimum), Self-Sufficient (alchemist level 4 minimum), Stealthy (alchemist level 4 minimum), Superior Expertise, Track (alchemist level 4 minimum), Two-Weapon Fighting, Weapon Focus
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Alchemy Training: Alchemists get 1 training point they can put in to any alchemy discipline they wish per level. These disciplines are metal, mineral, liquid, gas, organic, life, deconstruction, and complex. These levels determine what the alchemist can make with transmutations, and how much the transmutations cost. This is explained in greater detail in each discipline's section. Alternatively, the alchemist may put this point in to specialized alchemist "feats".
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Basic Alchemy
When this feat is acquired, all alchemy training levels are raised by 1 (from 0), which allows rudimentary use of all alchemy types. These levels (and all permanent alchemy training levels applied afterward) cannot be undone by any method short of permanent level loss.
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Intermediate Alchemy
When this feat is acquired, all alchemy training levels are raised by 3.
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Advanced Alchemy
When this feat is acquired, all alchemy training levels are raised by 5.
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Alchemist Feats: Compressive Alchemy, Leapfrog Alchemy, Layered Alchemy, Restructuring Alchemy, Remote Control, Conversion Alchemy, Fast Transmutation, Suppressed Transmutation, Energy Expansion
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Energy Expansion: Alchemist needs a +4 Wis modifier and 300 spirit points minimum to take this feat. It can be taken multiple times (and the effects stack), but the wis modifier requirement increases by 1 each additional time. The alchemist can add 1 to his effective wis modifier for the purpose of determining his spirit points (adds to his will save in this equation as well). For example, a level 4 alchemist who takes this feat with a +4 wis modifier and a + 2 int modifier normally has 192 spirit points. With this feat, his effective wis modifier is +5, and his effective will save is +9. This increases his spirit points to 252.
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Suppressed Transmutation: Alchemist needs a +2 wis modifier, a +3 int modifier, and 3 levels in related alchemy disciplines minimum to use this feat. Transmutations under this effect have the noticeable side-effects dampened under one of a variety of degrees. These degrees are level 1 (illumination range is 6 squares full+6 squares dim, hindered vision effect's DC becomes 10 and has to be same square, listen DC is -5), level 2 (illumination range is 2 squares full/2 squares dim, hindered vision effect's DC becomes 5, listen DC is 5), and level 3 (illumination range is 1 square dim, hindered vision effect is lost, listen DC is 15). Level 1 adds 10% to the transmutation's spirit energy cost, level 2 adds 30%, and level 3 adds 50%.
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Fast Transmutation: Alchemist needs a +1 int modifier and 3 levels in related alchemy disciplines minimum to use this feat. Normally, transmutations occur at a rate of [3 x most applicable alchemy level] square feet/round. This feat modifies that equation, changing it to [15 x most applicable alchemy level] square feet/round. No other parameter is changed by this feat.
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Compressive Alchemy: Alchemist needs a +3 int modifier, 7 levels in Complex Alchemy, and 3 levels in relevant alchemy types minimum to use this feat. The alchemist can compress matter into a smaller volume than normal, reducing volume by as many as [alchemist's int + wis modifier] size classes. It still weighs as much as it did normally. The item's HP remains the same, and hardness is increased by either +2 or 1/5 the item's normal hardness (whichever's higher) for each size class it was lowered by. Materials compressed in this fashion are considered [size classes compressed x2] times deeper for a given depth (example: a desintegration spell that destroys 5' of material would destroy 2'6" of material compressed 1 size class). Weapons do the damage they would deal if they were their normal size class. Armor has its AC as if it were its normal size class. The people who use this equipment must have strength and (in the case of armor) dex modifiers equal to the number of size classes the item was compressed by in order to not get any penalties (for weapons, multiply the difference by 2 and subtract that from attack rolls) (for armor, multiply the difference (str and dex are done separately) by 2 and subtract that from related skill checks). The alchemist must be able to make a masterwork version of the equipment he's making with alchemy in order to be able to compress it. Using this feat adds 25% to the spirit energy cost of transmutations involved.
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Leapfrog Alchemy: Alchemist needs a +2 int modifier, 4 levels in Complex Alchemy, and 6 levels in relevant alchemy types minimum to use this feat. The alchemist can "leapfrog" transmutations across one medium. For example, an alchemist can transmute by making an attack with a held weapon rather than an unarmed strike, or transmute a body of water without having to come in to contact with it. This can't occur across anything besides liquids or solids without meeting a separate set of requirements (+5 int modifier, 14 levels in Complex Alchemy, 16 levels in relevant alchemy types). The transmutation's maximum range is [1/2 alchemist's level x used glyph's level x 5] feet. Using this feat adds 10% to the spirit energy cost of transmutations involved (30% for the across-gas use).
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Layered Alchemy: Alchemist needs a +2 int modifier, 3 levels in Complex Alchemy, and 3 levels in relevant alchemy types minimum to use this feat. The alchemist can make items he transmutes have small hollow sections inside, which are capable of containing various things, most notably useful liquids and alchemical glyphs. Glyphs inside items may be used by the owner of the item as normal (item has to come in contact with transmuted substance rather than alchemist). If the section is instead filled with any liquid, the alchemist may use it as if it were applied to the item (in the case of substances like acid and alchemist's fire, successful hits act as normal but with no splash damage). The item's compartment may be filled or drained at a rate of 1 unit/move action (provokes attacks of opportunity, can't mix different liquids, contents may be consumed by user as normal if they are proficient in the equipment's use (it's a full-round action otherwise)). Items sized have compartments as follows; fine (1 compartment), dimunitive (2 compartments), tiny (3 compartments), small (6 compartments), medium (10 compartments), large (18 compartments), huge (32 compartments) gargantuan (56 compartments) colossal (100 compartments). Using this feat adds 15% to the spirit energy cost of transmutations involved.
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Restructuring Alchemy: Alchemist needs a +5 int modifier, 11 levels in Complex Alchemy, Compressive Alchemy, and 9 levels in Organic or Metal Alchemy (depending on what race you're affecting) minimum to use this feat. The alchemist may remodel a character's body in to something stronger. The alchemist may add [alchemist's int modifier] points to the target's strength and/or dexterity score however they wish (all in to strength, all in to dex, or something in between). The character must have a constitution modifier at least equal to the total increase to undergo the process. The bonus points are recorded separately, though for all intents and purposes they are incorporated in to the character's base stats. This process takes 2d4 days to complete for every point added (recovery time included). Alchemists must have an int modifier at least equal to the total change in order to modify the stats. This process ignores spirit energy cost, though the alchemist must have [15000 x total bonus applied) x (1/(Complex Alchemy level + Organic or Metal Alchemy level))] spirit energy points in order to do the transmutation.
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Remote Control: Alchemist needs a +2 int modifier, 4 levels in Complex Alchemy, and 5 levels in Life Alchemy. When creating machinery, the alchemist may imbue the machine with some of their spirit energy at the same time. While it retains this energy, the machine can be controlled by the alchemist as if it were his own body, even while the alchemist operates normally. This is because of a connection maintained automatically between the machine and the alchemist. If the connection is broken, the machine is rendered inert. The connection is broken either when the alchemist wills it (free action), when the alchemist or the machine is brought to 0% spirit energy, or when the alchemist is rendered unconscious. The machine is considered to have [1/6 spirit energy points imbued in machine] health points. When the machine is brought to 0 health, it is considered out of spirit energy. Hardness applies to damage to the machine as normal. Healing spells of any sort don't affect the machine's HP. Spirit energy points put in to the machine's health aren't regenerated until the machine loses them. The machine may be controlled out to a distance of [character level x int modifier x 5] feet. Only one machine may be controlled like this at a time. The process costs [500 x (1/Life Alchemy level)] spirit energy points, on top of the cost of the points imbued in the machine.
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Conversion Alchemy 1: Alchemist needs a +2 int modifier, 6 levels in Complex Alchemy, and 3 levels in Life Alchemy minimum. allows the alchemist to transfer spirit energy between any targets he can transmute. He may strip all the energy from a target (will save for half, DC [10 + Alchemist class level + int modifier]) and add it to his own or another willing target (energy exceeding 100% dissipates at 1%/round), or give the target a portion of his own energy (until target hits 100% or alchemist hits 0%, whichever comes first).
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Conversion Alchemy 2: Alchemist needs a +3 int modifier, 12 levels in Complex Alchemy, 7 levels in Life Alchemy, and Conversion Alchemy 1 minimum. The alchemist may use his own spirit energy to materialize substances. He can materialize 1 lb. of material for every [630 x (1/(related Alchemy level + Life Alchemy Level))] spirit energy points spent. The alchemist must have a sample of the material he's creating in order to materialize it.
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Conversion Alchemy 3: Alchemist needs a +5 int modifier, 15 levels in Complex Alchemy, 9 levels in Life Alchemy, Restructuring Alchemy, and Conversion Alchemy 2 minimum. The althemist may condense spirit energy into a Philosopher's Stone. This stone has spirit energy points equal to the total amount of points infused into it, and a spirit energy recharge rate equal to 1%/round for each living creature infused into the stone (.5%/round instead for each animal-intelligence creature and living creature that donated >50% of their spirit energy without dying). Creatures can donate spirit energy either willingly or unwillingly, and the alchemist chooses how much to take (penalties for having less than 0% spirit energy points apply normally, alchemist can't take more than -100% of a creature's spirit energy). The stone can be made to pay any spirit energy costs instead of the alchemist controlling it at their discretion. The initial cost to make any size of philosopher's stone is [18144 x 1/(Complex Alchemy level + Life Alchemy level)] spirit energy points. The maximum number of creatures that can donate energy besides the alchemist is [(character level/5) x glyph level]. Creatures may roll a will save to resist having their spirit energy taken (successful save takes half of energy wanted by alchemist) at DC [10 + character level + wis modifier].
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Life Alchemy
Life Alchemy is the transmutation of souls and spirits. This is most commonly used in either creating artificial life (commonly either chimeras or homunculi of all sorts,) or in dealing with certain types of undead (affects incorporeal/successfully targeted ethereal targets normally). Certain special Alchemy feats also make use of it. Since there is no real weight to spirit energy, the equation to determine how much you can manipulate with this type is [Life Alchemy level x symbol complexity rating x 10] spirit energy points. The direct attack application of this type does health drain that can't be healed by non-magical methods and affects ethereal targets, and costs 25% more than normal.
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Metal Alchemy
Metal Alchemy is the transmutation of iron, mithril and other metals. This is most commonly used in either fashioning comparatively cheap equipment or destroying the opponent's. The equation for transmuting unattended materials remains the same. The direct attack application of this type deals damage to metal items and creatures (such as most constructs and warforged) as normal (ignoring hardness and damage reduction granted from nonmagical sources).
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Mineral Alchemy
Mineral Alchemy is the transmutation of stone, brick and other minerals. this is most commonly used in either creating temporary fortifications or destroying existing ones. The equation for transmuting unattended materials remains the same. The direct attack application of this type deals damage to mineral items and creatures (such as some constructs and most buildings) as normal (ignoring hardness and damage reduction from nonmagical sources).
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Gas Alchemy
Gas Alchemy is the transmutation of air, fog and other gases. This is most commonly used in either purifying the air to make it breathable or fouling it in some fashion (either through poison, acid, or fire). Since gases by nature have no appreciable weight, the equations for affected mass and spirit energy cost are altered (affected mass equation is replaced by affected volume = [symbol complexity rating x Gas Alchemy level x 5] feet, and spirit energy cost is as described below). The alchemist may either make the transmutation affect a nearby area (at least one square of affected area must be within alchemist's reach) or a more distant spot. The alchemist can project the affected area by transmuting only a small line of the transmutation (not affecting anything in the square), affecting an area [Gas Alchemy level x 5] feet away for every square added to the total transmutation area.
To turn the air in to poison or acid, the alchemist must have a sample of the poison to be transmuted or some acid (or equipment that deals acid damage) on hand. To turn the air in to fire, the alchemist must either create a spark (free action with flint and steel) or have some burning object (torch, tindertwig, or equipment that deals fire damage). The air can be made simply unbreathable (disperses in light wind in 4 rounds, 1 round in moderate wind, air in area doesn't count as breathed (still technically breathe normally, but is useless)) and/or foggy (as fog cloud) in the affected area as well. The cost of transmuting a poison is [Save DC of poison x affected squares or number of units x 2] spirit energy points (can only transmute inhaled poisons). The cost of the unbreathable air and fog transmutations are as normal (may do these on top of another gas transmutation except for fire, but are done separately and add to the spirit energy cost). The acid and fire transmutations are direct damage, and calculated accordingly (fire can light flammable targets for 1 round (costs 15% more than normal), and acid lingers for 1d3 rounds (costs 30% more than normal)deals normal damage to all that come in to contact with it).
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Liquid Alchemy
Liquid Alchemy is the transmutation of water, ale and other liquids. This is most commonly used in either making drinkable liquids or fouling them (either through poison or acid). The equation for transmuting unattended materials remains the same. To transmute the liquid in to poison or acid, the alchemist must have a sample of the poison to be transmuted or some acid (or equipment that deals acid damage) on hand. Ingested poisons function normally, but the save DCs for unconcentrated The cost of transmuting a poison is [Save DC of poison x affected squares or number of units x 2] spirit energy points (can transmute all poisons except inhaled). Transmuting an ingested poison as affected squares works as normal (functions same as inhaled poisons for water-breathing targets in affected area), but the save DCs of injury and contact poisons are decreased by 2 and 4, respectively (injury functions whenever character has a wound immersed in affected water). The acid transmutation is direct damage, and its spirit energy cost is calculated accordingly (acid is in effect for 1d3 rounds (costs 30% more than normal), deals normal damage to all that come in to contact with it).
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Organic Alchemy
Organic Alchemy is the transmutation of plants, meat, and other organic matter. This is most commonly used in either making equipment and useful items from organic matter (wood, hide, and/or leather armor/weapons, some utilitarian items, and explosives (detailed in Complex Alchemy section)) or damaging organic items and creatures (wood and hide/leather are organic, most creatures of all sorts are organic). The equation for transmuting unattended materials remains the same. The normal direct damage application of this type deals damage to organic items and creatures (ignoring hardness and damage reduction from nonmagical sources).
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Deconstruction Alchemy
Deconstruction Alchemy is the process of breaking down a target material. This is used in either destroying targets or separating material types (some substances have multiple material types in them, this separates it in to the two). This alchemy type can't be used without also using a material alchemy type. The costs for all transmutations involving this alchemy type are as detailed in the material type's sections, except in the case of separating a material in to its base material types. This costs [affected squares x affected mass x (1/Deconstruction Alchemy + (1/2 sum of other related alchemy types)]. Except where noted, separating a material in this fashion creates equal weights of the material types involved. (not finished)
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Complex Alchemy
Complex Alchemy is the process of making complex transmutations. These include things such as making equipment, transmuting certain substances, and almost anything involving multiple material types. This alchemy type can't be used without also using a material alchemy type. The costs for all transmutations involving this alchemy type are as detailed in the material type's sections, except as noted here. (not finished)
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Direct Damage
All material alchemy types have direct damage uses, with additional stipulations as detailed in their individual sections. All those applications, though, use this section to determine the base cost of the transmutation, as well as exactly how much damage they can do. The rules for these are as follows.
The largest die and maximum damage that can be used is determined by the sum of the character's related alchemy levels (material type being damaged + (commonly) either deconstruction or complex alchemy, depending on the method used). The maximum damage (if all damage dice rolled the highest number possible) that the alchemist can have is [10 x (sum of 2 highest relevant alchemy levels)]. The largest and smallest dice available increase (from d4-d8) when the sum of the two most related alchemy types is 6, 10, and 18, to a maximum and minimum of d20 and one point, respectively. The alchemist can buy a number of single points of damage for minimal cost equal to [alchemist's class level + int modifier]. The actual cost for damage dice is as follows; 1 point (if at or under the minimal-cost limit) =
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Material Rating
Every material is different. Even among things of the same type, there's different qualities of material to be dealt with. This rating defines that. The lower the rating as it compares to your, the more freely that material can be made in to intricate items such as weapons and jewelry.