by Denim N Leather » Tue Dec 28, 2010 7:01 pm
NEW PLAYER CHARACTER CLASS – THE CHEMIST
Requirements: DEX 9, WIS 13
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 10
Not all healers are tied to a church; in every city and village there are surgeons, hospitalers, tribal shamans, and the list goes on. Perhaps the most refined healer not associated with a deity is the Chemist. Combining superior alchemical knowledge with medical research, the Chemist is able to create compounds, tinctures, salves and extracts of vast power.
POTIONS
A Chemist can prepare a certain number of potions per day. When the Chemist ingests these potions, he temporarily gains the power of the equivalent level Cleric spell. If unused, the power stays in effect for one day before wearing off and being lost. The Chemist has access to the full Cleric spell list (just like a cleric), but can only prepare potions for levels 1-5. It takes eight hours to prepare the necessary compounds into a potion and the Chemist must be able to concentrate fully for this period of time with no distractions. He must also have access to a Chemist’s Kit to prepare any potions.
MAGIC ITEMS
A Chemist can use any scroll, wand, etc available to a Cleric with a 50% + his Class level success rate. If the Chemist fails this roll, the item fails to work and its use/charge is lost forever.
ELIXIRS
In addition to potions, a Chemist is also able to manufacture a certain number of exploding elixirs each day. An elixir is thrown like a melee weapon with a range of 20’ and does 1d6 damage, which is then modified according to the Chemist’s level and his opponent’s AC. At level 1-3, the Chemist can prepare 1+ his WIS modifier in elixirs per day. At level 4-6, the Chemist can prepare 2+ his WIS modifier in elixirs per day. At level 7 and above, the Chemist can prepare 3+ his WIS modifier in elixirs per day.
The Chemist’s daily allotment of elixirs can be prepared in the same time that he prepares his daily potions and is under the same restrictions.
CHEMIST’S KIT
A Chemist’s Kit is a small, hardwood box that contains 50 empty potion and elixir vials and enough medical and alchemical components to make a total of 50 potions or elixirs. If the Chemist attempts to create more potions or elixirs than is in his daily allotment, this represents a rush job. The Chemist must make a save vs Spells at -3 per additional potion or elixir, or the entire kit will explode, causing 6d6 damage within a 20’ radius. A Chemist’s Kit costs 10gp.
WEAPON AND ARMOUR RESTRICTIONS
A Chemist can wear leather armour or lighter. A Chemist is not proficient with shield use or any weapon larger than a dagger.
REACHING 9TH LEVEL
Upon reaching 9th level, a Chemist can create new potions. The rules for potion creation are the same as creating magic items (LL Core rules, page 126).
Last edited by Denim N Leather on Tue Dec 28, 2010 8:37 pm, edited 3 times in total.