Alchemist Knight (3.5e Class)

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Alchemist Knight[edit]

Created for not the purpose of protecting their Kingdom, they were created to destroy their kingdoms enemies. Superior combat skills combined with alchemy allowing the knight to destroy their enemies out right. Of course just like regular knights they pledge their loyalty to the kingdom that they serve.

Making a Alchemist Knight[edit]

Capable of creating any kind of alchemical to better suit their combat abilities or to allow them to become very good support characters.

Abilities: Strength is used for melee attacks and your Constitution would be for outlasting your opponents attacks and to resist against poisons. Dexterity would be good if you wish to use ranged combat. Charisma and intelligence could be used for some of your skills.

Races: This class was developed by humans however any race can use it.

Alignment: Any Lawful.

Starting Gold: 6d4x10 Gold.

Starting Age: Young Adult.

Table: The Alchemist Knight

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Knights code, Brew potion, Knowledge of the Tiger, Craft Reserve 20
2nd +2 +3 +0 +3 Efficient Alchemy, Poison Use, Craft Reserve 20
3rd +3 +3 +1 +3 Potion Bomb, Craft Reserve 20
4th +4 +4 +1 +4 Bulwark of Defense, Combat Reflexes, Craft Reserve 20
5th +5 +4 +1 +4 Armor Mastery (Medium), Arms and armor augmentation, Craft Reserve 20
6th +6 +5 +2 +5 Craft Reserve 25
7th +7 +5 +2 +5 Craft Reserve 25
8th +8 +6 +2 +6 Meta-alchemy, Craft Reserve 25
9th +9 +6 +3 +6 Create Alchemical Mixture, Craft Reserve 25
10th +10 +7 +3 +7 Armor Mastery (Heavy), Craft Reserve 50
11th +11 +7 +3 +7 Craft Reserve 50
12th +12 +8 +4 +8 Meta-alchemy, Craft Reserve 50
13th +13 +8 +4 +8 Craft Reserve 100
14th +14 +9 +4 +9 Brew Universal Potion, Craft Reserve 100
15th +15 +9 +5 +9 Tiger's Blood, Craft Reserve 100
16th +16 +10 +5 +10 Craft Reserve 150
17th +17 +10 +5 +10 Meta-Alchemy, Craft Reserve 150
18th +18 +11 +6 +11 Craft Reserve 200
19th +19 +11 +6 +11 Craft Reserve 200
20th +20 +12 +6 +12 Craft Reserve 250

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge Arcane, Knowledge Royalty, Knowledge Religion, Listen, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Use magic device.

Class Features[edit]

Our enemies come to bring us hell I say we bring hell to them. "Alchemist Knight Thanegar".

Weapon and Armor Proficiency: Proficient with simple weapons, material weapons. Proficient with light armor, medium armor, heavy armor, and with all shields including tower shields.

Knights code: It's the same as the Knights class.

Brew potion: same as the feat.

Knowledge of the Tiger: Use your Alchemist Knight level for your caster level when making your potions and oils. You also don't have to have the requirements to make the potion in terms of spells or other such abilities.

Craft reserve: Same as Artificer.

Efficient Alchemy:You can manufacture alchemical items much more quickly than a typical alchemist. You make as much progress when creating an item with Craft (alchemy) in a day as a normal character would make in a week (check result ×DC in sp), and as much progress in an hour as a normal character would make in a day (check result ×DC in cp).

Poison Use: Your skill with brewing and handling dangerous substances means that you never risk accidentally poisoning yourself when using poison.

Potion Bomb: you can throw your potions as a splash weapon with a range increase meant of 10ft.

Bulwark of Defense: When you reach 4th level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Combat Reflexes: Same as the feat.

Armor Mastery:Starting at 5th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 10th level, you ignore the speed reduction imposed by heavy armor as well.

Arms and armor augmentation:You can create a special oil that will permanently alter your armor and weapons. Only one spell can be put in this oil. To make this oil you add 50% more to the cost of making this item. Once applied to your armor or weapon it cannot be removed. This oil if it was applied to a weapon can only be spells that affect a single target in its description. This oil if it was applied to an armor, only spells that affect yourself or armor can be applied.Any DC's or the caster level will be at the time when this oil is created. This oil will not grow any stronger over time unless you make a new one later on. You cannot create a new oil augmentation and apply it to the same item that already has an oil augmentation.

Meta-alchemy: At 12th level you can place a meta-feat into your potions and oils that will become permanent. Once you place a meta-feat in the alchemical it can never be removed. Arms and armor augmentation oils are not affected by this ability. You can place a second meta-feat on your alchemical's at 17th level.

Create Alchemical Mixture:At 9th level, you learn to combine existing substances together into a single, effective alchemical mixture. As a full-round action that provokes attacks of opportunity, you can mix an alchemical splash weapon by pouring the two together into a container and imbuing it with a hint of the knowledge you learned from the knowledge you have collected. Once mixed, the two substances remain combined until used. They can never again be separated.The alchemical mixture is treated as a single thrown weapon. Any creature directly hit by the alchemical mixture is exposed to the effects of both substances simultaneously.If you have at least 4 ranks in Craft (poisonmaking), you can substitute a contact or injury poison in place of the Potion Bomb. An alchemical mixture that includes a contact poison affects the target normally when it hits; an injury.

Brew Universal Potion:At 14th level you can add to any finished oil or potion another spell to mix in the substance. Once placed in the oil or potion it can never be removed. The cost will be the same as if you are making a single potion or oil of that spell's level.

Tiger's Blood:At 15th level you have the ability to place 4th level spells and your potions or oils.

Ex-Alchemist Knights[edit]


Alchemist Knight Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing an Alchemist Knight[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Alchemist Knights in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Alchemist Knight Lore[edit]

Characters with ranks in can research 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 .
10 .
15 .
20 .

Alchemist Knights in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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