A NEW D & D CHARACTER CLASS: THE ALCHEMIST
by Jon Pickens


 
Explanation of Abilities Explanation of Special Abilities - Explanation of New Potions On Poisons
Dungeons & Dragons - Dragon magazine - The Dragon #2

The prime requisite for the Alchemist is Wisdom, but both
Wisdom and Intelligence scores must exceed 12. Their alignment
is NEUTRAL. Since fighting is not their normal vocation, their
maximum armor class is 5, they may use only one-handed
weapons (excluding magical swords), and their attack levels advance
as Clerics. They have the saving throws of Fighters with a
bonus of plus 2 against poison and non-magical paralyzation.
They may use any potion, but only those magical items employable
by all classes (see exceptions below). Psionic ability is as
Fighters, with Body Weaponry replaced by Molecular Agitation.
The Alchemist rolls six-sided hit dice up to Level 9, gaining 1
point per level after that. Alchemists must be human.

EXPLANATION OF ABILITIES:
Detect Poison: Allows the Alchemist to tell by explanation
whether or not an item or creature is poisonous, or whether a
character has been poisoned.

Neutralization Poison: This will eliminate the effects of
poison up to twice the Alchemist’s own level. This may only be
used once per character per time poisoned and will not revive a
character killed by poison.

Neutralize Paralyzation: This cancels the effects of
paralyzation caused by creatures up to twice the Alchemist’s
level. It will not work against paralyzation caused by devices
(wands, staves, swords, or spells).

Identify Potion: This allows the Alchemist to correctly identify
a potion. If a Potion of Delusion is not identified, check again
to see if it is identified incorrectly. This may also be used to test
for acids or similar compounds.

As the Alchemist advances, he gains the following special
abilities:

LEVEL 1: Ability to Read Languages (80% chance, one attempt
per week per item); Ability to prepare poisons and drugs;
and Ability to prepare a Potion of Delusion

LEVEL 3: Ability to prepare potions and acids

LEVEL 5: Ability to prepare Blade Venom

LEVEL 7: Ability to Read Magic (and hence Scrolls) as Thieves

LEVEL 9: Ability to prepare potions from samples

                                                                                                                               Potions
Name Level XP Detect Poison Neut Pois Neut Para Iden. Potion 1 2 3 4 5 6
Student 1 0 20% 10% 15% 5% - - - - - -
Cleric 2 1500 25% 15% 20% 10% - - - - - -
Scribe 3 3000 30% 20% 25% 20% 1 - - - - -
Pedant 4 6000 35% 25% 35% 25% 2 - - - - -
Savant 5 12,000 45% 35% 40% 35% 2 1 - - - -
Scholar 6 25,000 55% 45% 45% 45% 2 2 - - - -
Philosopher 7 50,000 60% 50% 55% 50% 3 2 1 - - -
Magnus 8 100,000 65% 55% 65% 60% 4 4 2 - - -
Alchemist 9 150,000 75% 65% 75% 70% 4 3 2 1 - -
Master Alchemist 10 300,000 85% 75% 85% 80% 5 3 3 2 - -
Master Alchemist, 2nd 11 450,000 95% 85% 95% 85% 5 4 3 2 1 -
Master Alchemist, 3rd 12 600,000 100% 90% 100% 95% 6 4 4 2 2 -
Master Alchemist, 4th 13 750,000 100% 95% 100% 100% 6 5 4 3 2 1
Master Alchemist, 5th 14 900,000 100% 100% 100% 100% 7 5 5 3 3 1
Master Alchemist, 6th 15 1,050,000 ^ ^ ^ ^ 7 6 5 4 3 2
Master Alchemist, 7th 16 1,200,000 ^ ^ ^ ^ 8 6 6 4 4 2
Master Alchemist, 8th 17 1,350,000 ^ ^ ^ ^ 8 7 6 5 4 3
Master Alchemist, 9th 18 1,500,000 ^ ^ ^ ^ 9 7 7 5 5 3
Master Alchemist, 10th 19 1,650,000 ^ ^ ^ ^ 9 8 7 6 5 4
Master Alchemist, 11th 20 1,800,000 ^ ^ ^ ^ 10 8 8 6 6 4

EXPLANATION OF SPECIAL ABILITIES:
Poisons: Alchemists may brew potions of a strength level
equal to their own experience levels. Each strength level costs
50 GP and one day.

Drugs: As poisons, but double cost. Saving throw vs. Poison
at -2. If failed, the victim is unconscious for 4 hours minimum. A
successful constitution/resurrection throw is required to wake up
(check each hour).

Potions: These require 200GP and 1 week per level to
produce (see list). Research costs are the same as MUs for
Spells, but having a sample allows 9th Level Alchemists to
produce the potion even if the potion has not been developed. A
sample allows an Alchemist able to research a potion add 40% to
his chances of success. (Option: Raise production costs to
250 GP and don't allow MUs potion production.)

Acids: These are produced by the gallon and do 1 six-sided
die damage per level strength. These cost 100GP and 1 day per
level strength. Maximum strength equals Alchemist level. From
the 3rd level the Alchemist has a 15% chance of neutralizing half
acid damage, providing the victim survives. This chance increases
5% for each additional level.

LEVEL 1
1. Heroism
2. Giant Strength
3. Animal Control
4. Water Breathing
5. Healing
6. Purification Powder (10)
7. Flash Pellets (5)
8. Dust of Sneezing (10)
9. Oil of Slipperiness
10. Tanglefoot Pills

LEVEL 2
1. Speed
2. Levitation
3. Growth
4. Diminution
5. Human Control
6. Plant Control
7. Dust of Appearance (10)
8. Dust of Paralyzation (10)

LEVEL 3
1. Superheroism
2. Polymorph**
3. Fire Resistance
4. Extra-Healing
5. Fly
6. Clairvoyance
7. Clairaudience
8. Dust of Sneezing and Choking (15)
 

LEVEL 4
1. Invulnerability
2. Undead Control
3. Giant Control**
4. Immunization from Lycanthropes
5. Invisibility
6. Homunculi Creation

LEVEL 5
1. Dragon Control**
2. Gaseous Form
3. Treasure Finding
4. Dust of Disappearance (20)
5. Oil of Etherealness
6. Cloning Culture

LEVEL 6
1. Longevity
2. Cure Disease
3. Regeneration
4. Mind Damp

(  ) Number of units produced.
** The exact type of creature turned into or controlled is specified
when the potion is started.

EXPLANATIONS OF NEW POTIONS
LEVEL 1

Dust of Sneezing — Non-fatal variant of Dust of Sneezing and
Choking. Saving Throws are at -2. Dust causes a coughing
spell lasting 2-8 melee rounds. Makes 10 packets of dust.

Flash Pellets — A small pellet which explodes on hard contact
with an unyielding substance. If not expecting it, the victims
have a 90% chance of being blinded for 2-8 melee rounds.
Don’t fall into a pit. Makes 5 pellets.

Purification Powder — When sprinkled on bad food or water
makes them fit to consume. Will NOT neutralize poison or
drugs. Serves 10.

Tanglefoot — Small synthetic fungoid which rapidly expands to
fill a 10’ X 10’ area with rubbery tentacles. Men require 3
turns to force their way through, a giant takes one. The tendrils
dissipate harmlessly in one hour. Makes 2.

LEVEL 2
Dust of Paralyzation — Similar to the Dust of Sneezing and
Choking, but the effects of missing the saving throw are
paralyzation for 1 hour. Makes 10.

LEVEL 4
Immunization from Lycanthropes — Protects user from contracting
Lycanthropy for a period of one month. There is a
1% chance of contracting the disease from the serum.

LEVEL 6
Cure Disease— Act as the Clerical spell

Regeneration — Acts as a Ring of Regeneration with a duration
of one day, with revitalization ability if the body is fresh (up
to three days, with a constitution check needed after the
first). If applied over an extended period (at least two weeks)
to an inactive character, it can be used to regenerate a lost
member of the body.

Mind Damp — This potion renders the user immune to psionic
location or attack (including Crystal Ball, ESPing, etc.) for a
period of one week. The user may not employ psionic
powers during this period. It renders psionic devices
inoperative for that period also (ESP Medallion, Amulet of
Inescapable Locating).

Other ideas for activities for high level Alchemists:
Greek Fire
Flesh Golems
Transmutation
Gunpowder
Poison Cloaks
Hallucinogens

Alchemic Magical Items include:
Any device save Wands or Staves which can summon
elementals.

Alchemists can control which liquids emerge from the Jug of Alchemy 
and the Beaker of Plentiful Potions.  For other types, 
these items disgorge their contents randomly when poured.

The Alchemist is able to use the Manual of Golems.

The Grimoire of Archaic Alchemy adds 1 experience level 
to Alchemists and 10,000 XP to MUs.  Clerics take 
7000 XP and 5-30 points losses. Other types lose 2-20 
points. 

For other books, the Alchemist takes damage as a Cleric, except
the Book of Infinite Spells which does 5-20 points to him.

The Philosopher's Stone looks exactly like the Luckstone
and Loadstone, but is valuable only in the hands of an Alchemist.
The stone contains 2-8 charges. One charge may be used to add
20% to a research roll or to transmute 10,000 wt points of lead into
gold or silver (50% chance of each). In addition, while the stone
has any charges left, the Alchemist may use it to “Cure Disease”
once per day, free. The Alchemist may not contact a disease while
he carries the stone on his person. As the stone is immune to heat
(even dragon breath) it may be tested by throwing into a vat of
molten lead (which would of course destroy a Luckstone). The
stone disintegrates when the last charge is used.

ON POISONS
Animal poison is usually one level strength per die. Trap
poison is variable.

If the level of the poison is equal to or greater than the number
of dice the victim has, the victim must save vs. poison or die in
3 melee rounds.

If the poison level is less than this but half the number of the
victim’s dice or more, the victim must save vs. poison or suffer the
effects of the “slow” Spell (the effects last until a constitution/
resurrection check is successful, rolling once each hour).
hour).

If the poison level is less than that, there is no effect, but the
poison accumulates. Note: this penalty might have been removed
without reducing the poison level in the body by the FTR making
his Constitution check at the beginning of the next or subsequent
hours.

EXAMPLE: A Level 7 FTR is bitten several times by a 3-die
poisonous spider.

Assume two bites and one missed saving throw. The FTR is
moving at “slow” speed (4½ out of 7). If he is bitten again and
misses his saving throw he is dead; but in any case the fourth bite
will kill him.

Assume a Level 1 Alchemist attempts to neutralize the
poison after the FTR kills the spider. Since the maximum level a
1st level Alchemist can remove is two, and since one bite cannot
be broken down, the Alchemist can only attempt to neutralize 1½
levels of poison. If he misses, he may not try again. A successful
attempt removes the “slow” penalty from the FTR.

Blade Venom: This special poison for application to cutting
weapons costs 200GP and 1 week to prepare. The victim struck
must save vs. poison or die in 3 rounds. The venom is kept in vials
which contain enough for three hits with a blade or three arrows.
It loses potency rapidly, becoming useless 24 hours after the vial
is opened. A batch yields one vial.

Belladona: Treat this as a ½ level strength poison.
A large dose of most poisons is easily detectable, reduce the
chance of ingestion by 20% for each dose over the basic one. (A
rat will usually, 90%, gulp down a ration with level one poison,
but only has a 70% chance of eating a ration with a double dose of
Belladona).

For natural elimination of poison, add 1 day to recuperation
time per ½ level poisoned, or require a daily roll vs. constitution
to remove a level of poison. This is in addition to any time spent
recovering from wounds.

Optionally, a cleric may be allowed to remove only as many
levels of poison as levels of experience he has achieved. Unlike the
Alchemist, these are subtracted immediately from the ac-
cumulated levels of poison in the body of the recipient.
 

1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
    STRENGTH =
    INTELLIGENCE =
    WISDOM =
    DEXTERITY =
    CONSTITUTION =
    CHARISMA =
    COMELINESS =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE =
5. MULTI-CLASS POSSIBILITIES =
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES =
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =
 
 
 
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