Again, thanks to Erin Smale's Creating a More Perfect Class https://breeyark.org/building-a-more-perfect-class/
Gnome Alchemist
HD: d4 (100/100)
Saving Throw: Dwarf (400/500)
Attack: Magic-User (100/600)
Armor: Restricted (100/700) (Leather)
Weapons: Restricted (0/700) (Knife, Dagger, Sling, Crossbow, Club)
Spells: Cleric, Magic-User 1/4 (400 + 400/1500)
Skills: Speak Gnome, Dwarf, Kobold, Goblin; Alchemy (General Skill); Science: Chemistry (General Skill) (300/1800)
Racial Abilities: Infravision 90'; Detection Abilities (as dwarves);
Saving Throw Bonus as dwarves against poison and spells (300/2100)
Weapon Mastery: Non-fighter (0/2100)
Level Limit: 8th; Name level (-100/2000)
Gnomish Alchemists have studied the art of alchemy to a degree amazing
to non-gnomes; far beyond simply brewing antidotes, they may use their
arts to create short-lived potions on the spot, by mixing reagents to
form an immediate reaction. When they reach 7th level, they may create
magical potions of longer duration, as any magician might.
Like magic-users, gnome alchemists must maintain a "spellbook"; in their
case, it is quite literally a book of recipes. Their alchemical
concoctions are usually the mix of two or more ingredients; stable
individually, but causing a reaction once mixed. Commonly, these will be
powders placed into a liquid, though they may be two liquids combined,
or a powder set on fire.
Alchemists are not limited by "spells per day"; rather, they are limited
by the depths of their purses. In consumed components, alchemist
concoctions cost one gold piece per level of the spell, and components
for a single concoction weigh 10 cns per spell level. An adventuring
alchemist must carry these with them, though they may gather 1 gold
piece per level worth of ingredients each day with a successful alchemy
skill check. Such gathered ingredients will not survive more than the
day. At 1st level, they may create concoctions that mimic 1st level
spells. At 4th, they may make 2nd level concoctions, 3rd at 6th, and 4th
at 8th.
Available Concoctions
1st: Cure Light Wounds, Detect Magic, Light, Protection from Evil,
Purify Food and Drink, Remove Fear, Resist Cold, Sleep*, Faerie Fire**
2nd: Bless, Hold Person, Resist Fire, Silence 15' Radius, Speak with
Animal, Entangle*, ESP*, Invisibility*, Web*, Heat Metal**, Produce
Fire**
3rd: Continual Light, Cure Blindness, Cure Disease, Growth of Animal,
Remove Curse, Speak with Dead, Striking, Create Air*, Fireball*, Fly*,
Haste*, Protection from Normal Missiles*, Water Breathing*, Protection
from Poison**
4th: Animate Dead, Create Water, Cure Serious Wounds, Dispel Magic,
Neutralize Poison, Speak with Plants, Polymorph Self*, Protection from
Lightning**
Most concoctions are as Cleric spells; those marked with an asterisk (*)
are as equivalent magic-user spells. Those with two asterisk (**) are
as druid spells.
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