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State Alchemist, Variant (3.5e Prestige Class)

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{{#set:Summary=Alchemists who decide to work for a powerful nation often get access to nice research notes and plenty of money. |Length=5 |Minimum Level=5 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Spontaneous Spellcasting |Class Ability=Alternate Magic |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}}

State Alchemist

State Alchemists, more popularly known as "Dogs of the Military", are a combination of scientist and mass murdering action hero, much like Gordon Freeman, but with more science.

Becoming a State Alchemist

People want to become State Alchemists because the pay is good and the research notes are positively wonderful.

Entry Requirements
Alignment: Any nonchaotic, and any capable of pretending to be nonchaotic for five consecutive hours.
Skills: Craft (Alchemy) 8 ranks.
Spellcasting: Alchemist level of 5 or greater.
Special: Every time you wish to gain a level in State Alchemist, you must pass some sort of test, generally a DC 30 craft Alchemy check or a battle with a CR 5 Alchemist (the type of test is chosen by the government). If you fail, you must gain a level in a different class instead.

Table: The State Alchemist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Alchemy
Fort Ref Will
1st +0 +0 +2 +2 State Alchemist's Wages, State Secret +1 level of existing class
2nd +1 +0 +3 +3 State Secret +1 level of existing class
3rd +2 +1 +3 +3 State Secret +1 level of existing class
4th +3 +1 +4 +4 State Secret +1 level of existing class
5th +3 +1 +4 +4 State Secret, Philosopher's Stone Crafting +1 level of existing class

Class Skills (Skill Points::4 + Int modifier per level.
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Alchemy) (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any, chosen individually) (Int), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the State Alchemist.

Alchemy: At each level, your Alchemist level, maximum "DC", and Concepts Known increase as though you had gained a level in a class you already possess which provides those things.

State Alchemist's Wages: Whenever you gain a level in State Alchemist and every year, you gain 500 gold pieces per State Alchemist level and 250 gold pieces per character level.

State Secret: At every level, you learn a new State Secret. Choose from the following:

Craft Chimeras: You can craft magical beasts with a CR no greater than your Alchemist level -4. This takes 1 day per CR of the beast, and requires the destruction of animals, dragons, vermin, monstrous humanoids, and/or humanoids with a combined CR equal to twice the CR of the magical beast. Handle Animal is always a class skill for you.

Imbue Souls in Armor (Sp): You can use reincarnate as a spell-like ability, although the casting time is increased to 16 hours. The target is always reincarnated as a suit of armor with +2 Strength, Medium size, construct type, 30' base land speed, and a +4 armor bonus to AC. Craft (Metalworking) is always a class skill for you.

The Power of Fire: You can only gain this Secret if you know the Concept equivalent to the Pyr spell word. Your fire damage dice are increased by two sizes. Anybody who loses at least a tenth of their maximum health from fire damage you inflict with a single spell must make a Fortitude save or be nauseated for 1 round. You get a +1 bonus to Reflex saves.

Explosive Potential: You learn a new Shape Concept. This is a melee touch attack that does nothing for 2 to 5 rounds (specified when the circle is drawn). After this time, the touched object or target, and everything within 20' of that target, are affected by the spell's effects. This Concept increases the spell's "DC" by 3.

Summon Weapons (Sp): You can summon mundane, masterwork weapons and ammunition. You can create up to your light load in such equipment as a standard action. These weapons and ammunition last for 5 minutes before disintegrating again. Your Base Attack Bonus increases by 1.

Philosopher's Stone Crafting: At fifth level, you learn the Concept behind the creation of Mad Philosopher's Stones. This is an effect concept that adds 10 to the "DC" of the transmutation circle. Each creature affected by the transmutation must make a Fortitude save and a Will save. If it fails both saves, it gets transmuted into a Mad Philosopher's Stone with 100 soul points per CR of the creature. Only creatures with 3 Intelligence, Wisdom, and Charisma can be affected by this effect. Creatures transmuted by this effect can only be brought back to life if the stone is in hand, and hasn't been used up.

Ex-State Alchemists

Characters do not receive State Alchemist's Wages while Chaotic.

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