Alchemical Healer (3.5e Class)
Alchemical Healer[edit]
Alchemical Healers are support characters who utilize Craft: Alchemy and Craft: Mechanical to create small devices that store chemicals with healing properties. In later levels these characters learn to build a launcher to extend their merciful reach, and aid their allies from a much safer distance.
Making an Alchemical Healer[edit]
Alchemical Healers are very potent healers, and fairly decent at stopping enemies with their Basilisk Venom, but their hitpoints and attack progression leave much to be desired.
Abilities: Intelligence makes the Craft checks easier to pass, and Constitution increases the already low amount of hitpoints the class has access to.
Races: Any race is welcome to join this class.
Alignment: Any.
Starting Gold: 3d4×10 gp (75gp).
Starting Age: Moderate
Class Features[edit]
The Alchemical Healer's class abilities all primarily revolve around healing allies or inhibiting enemies. All of the following are class features of the Alchemical Healer.
Chemical Backpack At 1st level Alchemical Healers build a backpack with a set number of slots for chemicals. By using a move action to press the buttons on the backpack in a specific order, the backpack will mix the various chemicals in the slots to create elixers that heal allies, and poisons and nerve toxins to damage and inhibit his enemies. The backpack holds 3 tubes containing the chemicals used to create the various mixtures. The cost to fill each tube to the brim with the chemicals is 10 gp each. A single full tube holds enough chemicals to fill 30 Chem-Cartridges. The save DCs for all chemicals is equal to his Craft: Alchemy skill plus his level.
Chem-Cartridge At 1st level the Alchemical Healer is able to build small devices that are used to inject the Angel's Spit and Basilisk Venom into the various targets. Successfully used Chem-Cartridges are unable to be refilled and are not able to be salvaged for materials. To build these devices requires a DC 10 Craft: Mechanical check and 4 gp worth of materials. Passing this check creates 2 Chem-Cartridges. Failing this check still consumes the materials.
Angel's Spit The first and most important chemical combination the Alchemical Healer has access to is the Angel's Spit. At 1st level the Angel's Spit Heals 1d8 points of damage. As the Alchemical Healer progresses in levels, he begins to learn of new chemical combinations to make his Angel's Spit more effective, using different chemicals in place of the ones he is using, or just adding more of one he already uses. Every odd level the amount of health the Angel's Spit restores increases by 1d8, becoming 2d8 at 3rd lvl, 3d8 at 5th, and so on.
Basilisk Venom The second chemical combination the Alchemical Healer is able to create is the Basilisk Venom. At 2nd level this Basilisk Venom is capable of stunning those affected for 1 round, fortitude save negates. As the Alchemical Healer discovers new combinations, his Basilisk Venom becomes more potent and capable of paralyzing opponents for even longer. 2 rounds at lvl 6, 3 at level 10, 4 rounds at level 14, and ending at 5 rounds at level 18.
Chemical Launcher At 7th level a Alchemical Healer learns to create a ranged device to deliver his Angel's Spit and Basilisk Venom from a distance. To build the Chemical Launcher is a DC 16 Craft: Mechanical check and requires 50gp worth of metal. The range increment on this device is 80ft. When delivering the payload to the target with this Chemical Launcher the target, whether friend or foe, will take 1d6 damage. After taking the damage, the effect of the chemical is then applied. This Chemical Launcher takes a full round to reload. At 10th level the reload time is reduced to a standard action, and a move action at 15th level. At 12th level the Alchemical Healer may upgrade the Chemical Launcher to increase the range increment to 120ft and the damage on impact is increased to 1d8. At 17th level the Chemical Launcher may be upgraded again further increasing the range increment to 180 ft and increasing the impact damage to 1d10. Line of sight is required to hit targets, you must beat the AC of your target whether friend or foe in order to apply the chemical effects. Both Chem-Cartridges and Gas Grenades are capable of being launched with this device. When launching a Gas Grenade use the range on the Chemical Launcher instead.
Gas Grenade At 6th level the Alchemical Healer is able to fill small glass orbs with his chemicals. When thrown these orbs shatter on impact dealing no damage, but releasing the gas into the air for all in range to be affected. The throwing range for these orbs is 20ft. At first the gas will affect all living creatures within 15ft increasing by 5 feet at levels 12, 15, and 18. Creatures who don't breathe are unaffected by this gas. To make a Gas Grenade is a DC 14 Craft: Mechanical check and requires 5gp worth of glass. Failing the check shatters the glass and cannot be re attempted until more material is collected.
Weapon and Armor Proficiency: Alchemical Healer are proficient with simple weapons and light armor.
Campaign Information[edit]
Playing an Alchemical Healer[edit]
Religion: Alchemical Healers typically don't look down upon religion, sometimes even opting to follow deities with the Healing domain.
Other Classes: As a primary healer, Alchemical Healers usually see other adventurers as an opportunity to help others survive on their adventures.
Combat: Alchemical Healers are almost exclusively healers.
Advancement: Alchemical Healers who seek to leave this class might look into some other class that would provide support for the other members of their parties. Though on occasion they might decide that they want to go into the battle themselves, and pick a more head on class instead. Typical advancement choices include Cleric, Bard, and Fighter.
Alchemical Healers in the World[edit]
“ | Well, I can't fight by myself. So I figured I would help other people in their fights instead. | ” |
—Celeste, Gnome Alchemical Healer |
Alchemical Healers are, first and foremost, healers and support members of the team through that healing.
Daily Life: In the morning an Alchemical Healer might clean his equipment, or make more of his Chem-Cartridges. Around midday he might go to the market to find more materials for his equipment. At night he sets his equipment aside so he can rest and prepare for the next day.
Notables: The only notable Alchemical Healer is Celeste, a Gnome who has a passion for helping people out. Sometimes against their will.
Organizations: Alchemical Healers don't usually gather in large groups. They prefer the company of those who are able to fight.
NPC Reactions: Alchemical Healers are generally well received by npcs and are usually able to make friends where they go with relative ease.
Alchemical Healer Lore[edit]
Characters with ranks in Knowledge: Alchemy can research Alchemical Healers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | Alchemical Healers are exceptional healers. |
10 | Alchemical Healers use Craft: Alchemy to provide healing. |
15 | Alchemical Healers are incapable of using magic on their own. |
20 | The Chemical Backpack that Alchemical Healers carry around is filled with chemicals that mix together in ways specified by the Alchemical Healer to provide healing and stuns. |
Alchemical Healers in the Game[edit]
Generally speaking Alchemical Healers are healers, helping friends recover health in a party. As NPCs they will likely be vendors trying to sell what is essentially a better health potion.
Adaptation: In cases where there is already a healer in the party and someone makes an Alchemical Healer, they might lean more into using the Basilisk Venom instead of the Angel's Spit.
Sample Encounter: Players may run into an Alchemical Healer in the market, trying to sell off his Chem-Cartridges to make some extra money to fuel his experiments. On their own, Alchemical Healers are not combative characters, and will not attack by themselves.
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