Mad Alchemist (3.5e Class)

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Mad Alchemist[edit]

The Mad Alchemist can be a nutty professor, or a raving psychotic lunatic. There are many rumors that exist among the sane alchemist communities that the mad ones compete to make the most ridiculous items, mocking them and their trade.

Making a Mad Alchemist[edit]

This class is as strong as you dare to be mad. Booby trap a nobles chair? Imbue the chest hair comb of an ogre? Get the dwarf pregnant? And who knows what could be hiding under the next rock! Whatever you put there that's what.

Abilities: Intelligence is the most important ability to the Mad Alchemist, knowledge is power!

Races: Any race that would discriminate one of it's own for daring to dream, and think outside of the normal!

Alignment: Must be chaotic.

Starting Gold: As sorcerer.

Starting Age: As wizard

Table: The Mad Alchemist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells Learned
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Blood Alchemy, Imbuement +1, Descent into Madness, Scribe Scroll 3 1
2nd +1 +0 +0 +3 4 2
3rd +2 +1 +1 +3 4 2 1
4th +3 +1 +1 +4 Doomsday Device:Blueprints 4 3 2
5th +3 +1 +1 +4 Descent into Madness, Imbuement +2 4 3 2 1
6th +4 +2 +2 +5 4 3 3 2
7th +5 +2 +2 +5 4 4 3 2 1
8th +6/+1 +2 +2 +6 Doomsday Device:Research 4 4 3 3 2
9th +6/+1 +3 +3 +6 Descent into Madness 4 4 4 3 2 1
10th +7/+2 +3 +3 +7 Imbuement +3 4 4 4 3 3 2
11th +8/+3 +3 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +4 +4 +8 Doomsday Device:Final Design 4 4 4 4 3 3 2
13th +9/+4 +4 +4 +8 4 4 4 4 4 3 2 1
14th +10/+5 +4 +4 +9 Descent into Madness 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 Imbuement +4 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 Doomsday Device:Prototype 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Imbuement +5, Doomsday Device:Doomsday 4 4 4 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

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

Weapon and Armor Proficiency: The Mad Alchemist is proficient with all simple weapons and light armor.

Blood Alchemy: The Mad Alchemist is far from traditional. He has taken rare minerals and strange arcane energies and infused his blood with strange alchemical admixtures that allow him to alter the very fabric of matter, imbuing the essence of objects with powerful mana. The Mad Alchemist can also choose to have a 0 lvl spell (or any spell you have high enough int score to cast) at-will every 3 levels.

To learn, or imbue a spell, the Mad Alchemist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mad alchemist’s spell is 10 + the spell level + the mad alchemist’s Intelligence modifier.

Unlike a bard or sorcerer, a Mad Alchemist may know any number of spells. Instead of a spellbook though, the mad alchemist can simply memorizes 1 spell per day, due to the his superior genius and intellect. He will remember it perfectly, and can even scribe scrolls from memory. A Mad Alchemist casts arcane spells which are drawn from the sorcerer/wizard spell list. However, he is only EVER allowed to learn spells from the Abjuration, Conjuration, Divination, Enchantments, Transmutation, and Universal schools. He is also only ever able to cast spells from the Universal school (cannot be imbued), every other spell must be imbued (see below).

Imbuement (Sp): . At 1st, 5th, and every 5 levels afterwards, the Mad Alchemist can warp the properties of any mundane item, imbuing it with magic. Depending on the highest level bonus to the item, determines the highest spell level the item can be imbued with.

Spell Lvl Bonus
0 +1/2
1st +1
2nd +1
3rd +2
4th +2
5th +3
6th +3
7th +4
8th +4
9th +5

For instance, a 10th lvl Mad Alchemist can imbue a rock with a 5th/6th lvl spell, a 3rd/4th and a 1st/2nd lvl spell, or 3 1st/2nd lvl spells. (Or 6 0 lvl spells)

In order to imbue an object, the mad alchemist must spend 1 min./spell level and pass an Intelligence + half your level check equal to DC 10 + spell level + trigger DC. The mad alchemist cannot have a total imbuement bonus exceeding their caster level + Int modifier. Imbued items will hold their spell until it is either expended, or dismissed by the mad alchemist. After a 4 hour period of inner maniacal monologues, the mad alchemist may swap out spells in any of their imbued items without making another check. At the time of imbuement, the mad alchemist must define a trigger that will set the spell off.

Triggers include the following:

Offensive: +0 DC. Most basic trigger. The object strikes a creature which will become the target, (ranged or melee).

Trap: +1 DC. The spell goes off when a condition is met, such as a door being opened, or a chest being opened, or a spot on the floor was stepped on. The specific effect can be chosen later, but the object cannot be otherwise activated until the trap is sprung.

Command Word: +1 DC. The Mad Alchemist chooses a word with which to set the object off. The object must be able to hear the Mad Alchemist.

React: +2 DC. The Mad Alchemist is hit by someone within 5 ft./caster lvl of object.

Defensive: +3 DC. The Mad Alchemist is targeted by someone within 5 ft./caster lvl of object.

Proximity: +5 DC. The Mad Alchemist chooses a specific aspect of creatures, (Alignment, Size, Creature Type). If a creature with the specified aspect walks within half the spells range of effect, it goes off.

Chain: +1/objects DC in chain (adds to each object DC). When another object goes off, this will go off either instantly, or 1 round/lvl delayed (+1/round delayed). All chained objects must be within 30 ft. of one other object in the chain. The Mad Alchemist must designate the primary object in the chain that sets off the rest. The other objects cannot be set off except by the primary object.

If the spell has more than one target, then the nearest enemies will also become targets until the number of targets is met. If the spell has an area of effect, it is always centered on the object.

The mad alchemist can cast permanency on any object, and it will no longer count against his maximum bonus imbued. It also gains a number of charges per 100 XP/GP costs. Any spell can be made permanent with DMs discretion. It can alternately be made permanent by using GP, and costs as much to be made permanent as the spell would normally cost to be scribed on a scroll.

Scribe Scroll: At 1st level, a Mad Alchemist gains Scribe Scroll as a bonus feat.

Descent into Madness (Ex): At 1st level, The mad alchemist no longer sleeps. Signs of sleep deprivation will become a permanent feature, but is immune to any sleep effects.

At 4th level, the mad alchemist's mind becomes more and more disturbed. They take a -4 to any charisma based skill check, but are immune to any mind effecting effects.

At 8th level, the long nights working on convoluted world domination schemes finally catches up to the mad alchemist. He gains low-light vision, and darkvision 60ft.

At 14th level, the mad alchemist's body is more similar to a test tube, and no longer needs to eat or sleep. He also becomes immune to poison effects.

Doomsday Device: The Mad Alchemist always has the bigger picture at heart, a picture that has to burn. The mad alchemist gains the following bonuses at each level.

Blueprints: The mad alchemist gets a +4 bonus to all wisdom and charisma based skill checks ONLY when making checks that relate towards making the device (bragging, ranting, finding components). On such checks, this bonus negates the descent into madness class feature.

Research: By adding a +3 to the DC of an object, the mad alchemist may change the area of effect of the imbued spell (Burst, line, cone, spread, etc.). This can also be used to add to the number of targets the spell hits, +3 DC/extra target.

Final Design: For any spell that deals damage, the mad alchemist is able to add their Int modifier to any damage effect as force damage.

Prototype: Can replace enhancements of any magical weapon with spells.

Doomsday: Can have one object that has an imbuement bonus maximum equal to the mad alchemist's Int modifer. It is automatically made permanent, and has it's spells are as follows:

0-3; At-will

4-6; 3/day

7-9; 1/day

At the beginning of each day, the mad alchemist can choose/change the trigger for each spell.

Optionally, the mad alchemist may make up the effect of the doomsday device, as per the DMs discretion.

Ex-Mad Alchemists[edit]

If a mad alchemist cleans up his act, gets 8 hours of sleep, rescues kittens from trees, doesn't profess intellectual superiority, or respects the law of the land, in any combination, they no longer gain the benefits of the Descent into Madness feature. They also lose all imbuement abilities, as well as the knowledge of all the spells they had memorized. This can only be fixed by some traumatic event that causes them to stop sleeping again, like having a family member killed (now that they care) or getting struck by lightning.

Epic Mad Alchemist[edit]

Table: The Epic Mad Alchemist

Hit Die: d6

Level Special
21st Bonus Feat
22nd
23rd Bonus Feat
24th
25th Bonus Feat
26th
27th Bonus Feat
28th
29th Bonus Feat
30th Judgement Day

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

Judgement Day: This is it. This is what your whole life has been leading up to; Judgement Day. And you're the judge! You get to choose from the following apocalyptic scenarios that will change the course of history as we know it!

Nuclear Apocalypse: Yup! You made the best spell ever. Called "Super, Maximized, Radiant Fireball of Death". You have a convenient amount of these items enchanted that you can place in strategic places around the world i.e. densely populated cities, to blow them up! Bwahahahahhahahahaha suckers. Now go higher a necromancer to raise you an army of freshly dead to march over the shredded remains of civilizations, you stud!

Forced March Through Heaven: Oh, Freaking, Yes. The Gods are the only ones that stand in your way, and honestly, they're shaking in their boots. You made a spell that can cancel out the Divine Salient abilities of Gods, knocking them down a few notches to our level! Quick hint: by severing their spine from their brain, it kills them! Ha ha ha. And by killing one god, you get to take hold of their domain, so choose wisely...

(Psst, if you want stats for gods, look up the 3e Deities and Demigods manual)

New World Order: Well well well, you finally made something of yourself! A small, new empire of oppressed anarchy! The perfect breeding grounds for a ragtag group of unlikely heroes to rise up and dethrown you, but that won't happen right? Now all you need is to build an unstoppable army to conquer the rest of the population on this world. And after that, who knows? This material realm has yet to see the greatest recipe for stewed kobold. Anyway, the day is yours, so live it up, Skippy.

Pandemonium: Germs! Everywhere! You've officially created the worlds WORST AMOEBA! It causes you to bleed out of your internal organs and pathologically consume the flesh of your brethren. Good thing you also have the worlds BEST CURE FOR AMOEBAS! So who can afford NOT to worship the ground you walk on? Paladins with remove disease that are also very vulnerable to fire and mutant hobos. Hey, they had it coming.

DMs Discretion: The Mad Alchemist ascends to a point of awesome power and becomes an NPC of incredible sexiness and magic. Basically becoming the next major world threatening villain. This world will regret the day it shoved that little dweeb into the mud 7 times too many.

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Gnome Mad Alchemist Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Mad Alchemist[edit]

Religion: If the Mad Alchemist is worshiping a god, I feel sorry for that god.

Other Classes: This class can be an extremely helpful asset to the rest of the party, and would be best if kept out of direct combat.

Combat: Can range from a trapsmith to a party buff. If he's smart, he'll set the battle up beforehand, or bring a battlefield with him that he knows inside out already.

Advancement: The Mad Alchemist is better off getting as high a level in this class the fastest they can, so that their imbuements are more and more intricate.

Possible Imbuements: Examples to get you started.

+1 Fork of Nobles (lvl 0 Detect Poison and lvl 0 Mage Hand imbuements)

+1 Knife of Perpetual Stabbing (lvl 0 Mending and lvl 0 Resistance imbuements)

+1 Whistle of Pestilence (lvl 2 Summon Swarm imbuement)

+1 Toilet Paper of Constipation (lvl 1 Hold Portal imbuement)

+2 Chair of Forced Intrustion (lvl 4 Black Tentacles imbuement)

+2 Tattoo Pen of Explosive Runes (lvl 3 Explosive Runes imbuement)

+3 Gloves of the Builder (lvl 5 Major Creation imbuement)

+3 Cardboard Box of Travel (lvl 5 Overland Flight imbuement)

+4 Boots of Moon Walk (lvl 7 Reverse Gravity imbuement)

+4 Belt of the Monument (lvl 7 Statue imbuement)

+5 Soft Fuzzy Blanket of Power (lvl 9 Dominate Monster imbuement)

+5 Canoli of Disjoinment (lvl 9 Disjunction imbuement)

Mad Alchemist in the World[edit]

Ding!
—Ackbar, Human Mad Alchemist

They best fit shunned from society

Daily Life: Crazy Life!!!!!

Notables: Ackbar. Most notable for his +5 Disco Ball of Disco (lvl 0 dancing lights, lvl 0 ghost sounds, lvl 8 irresistible dance) When a whole town stopped trade for a week from the constant forced partying.

Organizations: They don't work well with others.

NPC Reactions: If an NPC wants to work with a Mad Alchemist, they must be just as senile. Otherwise they stray away from their precariously placed manor ontop of the hill with a perpetual lightning storm. People go in, but don't come out.

Mad Alchemist Lore[edit]

Characters with ranks in Knowledge (local) can research Mad Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
5 They're crazy.
10 I'm not kidding, they're insane.
15 No seriously, they're balls to the wall psychotic!
20 Run!

Mad Alchemist in the Game[edit]

They are usually crazy crazy people, but it's not unheard of to be suave, smooth talking sociopaths.

Adaptation: Can change method of imbuement for the time period the campaign setting takes place in, from magic to nano-machines.

Sample Encounter: A town has grown quite concerned from a new recent local resident. Strange and alien noises are constantly finding their way out of a house on the outskirts of town that no one remembers ever building. It's in a shabby state and it's windows are either shut during the day, or have light shining out of them at night. The only reason they haven't complained before is that the mysterious resident was actually attracting some trade, even if it was the more inscrutable variety. But now people are missing and the mayor is afraid that that strange shack is involved, or more importantly, what ever is going on inside it.


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