State Alchemist (3.5e Class)

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State Alchemist[edit]

State Alchemists are living weapons, using the art of deconstructing, manipulating, and reconstructing matter to manipulate the battlefield and destroy their enemies. Their power is the result of a lifetime of study, not just of alchemy, but of the workings of the universe itself. Using powerful transmutation circles they can do anything from raise fortifications in seconds to boiling the blood in an opponents' veins, provided they have the knowledge and skill.

Making a State Alchemist[edit]

While powerful, a state alchemist is limited by what he knows and the fact he must have a transmutation circle to practice his art; without a circle or time to draw one he is virtually helpless. Therefore they tend to work well with a team, with their allies giving them time to begin transmuting.

Abilities: Intelligence is by far the most important, as the skills of the class define the alchemist, as well as raising saving throws against their attacks. Constitution is almost as important, determining how often a State Alchemist can transmute per encounter. Wisdom is necessary for a number of their skills to be effective, and Dexterity is universally useful.

Races: Humans are by far the most likely to become a State Alchemist, with the combination of their adaptability and ambition helping them to excel at alchemical combat, although among the dwarves and elven peoples they are not unheard of. Orcs rarely possess the necessary intelligence to become an alchemist, and halflings usually lack the patience to learn the requisite skills.

Alignment: Any

Other Classes: While State Alchemists enjoy the company of scientifically-minded caster classes such as wizards, they have a deep appreciation for frontline melee classes, as without them they would usually be struck down fairly swiftly in battle. They view the religious fervor of Paladins and the discipline of Monks with respect, recognizing how difficult it must be to dedicate one's life to a code of conduct, while viewing lawbreakers such as rogues as misguided individuals.

Starting Gold: 2d10x10 gp (110 gp)

Starting Age: Simple

Table: The State Alchemist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Transmutation Circles, Skill Accumulation
2nd +1 +0 +3 +3 +1 constitution,Alchemical Mastery
3rd +2 +1 +3 +3 Pull Rank, Endurance
4th +3 +1 +4 +4 Evasion, Alchemical Mastery, +1 constitution
5th +3 +1 +4 +4 Alchemical Tattoo
6th +4 +2 +5 +5 +1 constitution
7th +5 +2 +5 +5 +2 wisdom, +1 intelligence
8th +6/+1 +2 +6 +6 Alchemical Mastery, Physical Conditioning
9th +6/+1 +3 +6 +6 Alchemical Mastery
10th +7/+2 +3 +7 +7 Improved Evasion, Alertness
11th +8/+3 +3 +7 +7 Alchemical Mastery
12th +9/+4 +4 +8 +8 Alchemical Mastery, Fast Drawing
13th +9/+4 +4 +8 +8 Alchemical Mastery
14th +10/+5 +4 +9 +9 Alchemical Mastery
15th +11/+6/+1 +5 +9 +9 Soul Alchemy, Bonus Feat
16th +12/+7/+2 +5 +10 +10 Alchemical Mastery, Physical Conditioning
17th +12/+7/+2 +5 +10 +10 Bonus Feat
18th +13/+8/+3 +6 +11 +11 Improved Construction
19th +14/+9/+4 +6 +11 +11 Bonus Feat
20th +15/+10/+5 +6 +12 +12 Alchemical Mastery, Bonus Feat

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Alchemy (Earth)(Int), Alchemy (Water)(Int), Alchemy (Fire)(Int), Alchemy (Air)(Int), Alchemy (Organic)(Int), Alchemy (Metals)(Int), Alchemy (Chemical)(Int), Alchemy (Soul) (Int), Concentration(Con), Craft(Int), Diplomacy (Cha) Heal(Wis), Intimidate(Cha), Knowledge(Any)(Int), Knowledge(Anatomy)(Int), Listen(Wis), Profession(Wis), Sense Motive(Wis), Spot(Wis), Swim(Str).

Class Features[edit]

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

Transmutation Circles: The main feature of the State Alchemist, transmutations circles are how their alchemical power is manifested. It takes one standard action to draw a circle of the characters size or smaller. To activate the circle, the alchemist makes the appropriate check for the alchemy skill or combination of alchemy skills they are using. An alchemist may activate a circle a number of times per encounter equal to his Constitution score. Alchemists usually manifest their alchemy in six ways during combat: Area, Wave, Projectile, Weapon, Wall, and Touch. Saves are equal to 10+1/2 level+Int modifier.

Area: Creates an explosion of the chosen alchemy, dealing 1d8 damage per three levels. Alchemist is at center of explosion, radius equals one-fourth of check, rounded down to nearest 5-foot increment. Reflex save to halve damage. Alternatively, This can be used to affect everything within the circle, such as converting a large area of earth to water, or water to hydrogen and oxygen.

Wall: Creates a 10-foot tall wall of selected alchemy, with length equal to check rounded down to nearest 5-foot increment. For fire or air, requires DC 15 Concentration check every round, behaves as fire wall spell and air wall spell, respectively. For water, either make a DC 10 Chemical Alchemy check to turn it into ice, or follow the same instructions using water wall spell. Chemical alchemy cannot manifest walls, and Earth alchemy can create pits as well. You may add your Knowledge(Architecture and Engineering) skill to this check.

Wave: Manifests your alchemy in a 5-ft wide wave of your element, with a length equal to your check (rounded down to the nearest 5-foot increment) and dealing 1d6 damage per level (up to 5d6.). Reflex save to halve damage.

Projectile: Creates a projectile that erupts from the Transmutation circle whichever direction it is facing, dealing 1d6 damage for every 10 points in the alchemy check as a ranged touch attack. Range equals 50 ft.+10 ft. per level. Reflex save to halve damage.

Weapon: Usable only by Earth, Metals, or Organic alchemy, this allows an immediate Craft(Weaponsmithing) or Craft(Bowmaking) check to create a weapon in one round. The weapon can be any the alchemist has proficiency with. DC 15 alchemy check to create a weapon, DC 20 for the possibility of masterwork weaponry.

Touch: Used mainly by Organic Alchemists, this can be used either to injure or heal. To harm, it can do anything from boil blood, to filling the lungs with water, to creating a wall of air over their face so they suffocate. To heal, it requires an Alchemy(Organic) check, which heals 2 points for every 5 in the check. Add your Heal skill to the check as well if healing. All harming effects require a DC 45 alchemy check of the appropriate Alchemy, and can be modified at the DM's discretion, and may add your Knowledge(Nature) and Knowledge(Anatomy) skills to the appropriate checks. Fortitude save to negate.

Note: Alchemists are not all-powerful. They cannot create something from nothing, and they cannot turn organic material into inorganic material, or visa versa.

Skill Accumulation: Due to their devotion to their art State Alchemists go above and beyond what is normally considered possible to learn in a lifetime. A state alchemist has a skill limit of their level plus 20 instead of plus 3 for all of their Alchemy skills.

Pull Rank: State Alchemists have a military rank equivalent to Major at least. Gain a +2 bonus to all Intimidate Checks against nonchaotic characters.

Endurance: Due to their intensive training, State Alchemists become exceedingly tough. Gain the Endurance feat.

Evasion: State Alchemists spend years training against other State Alchemists, those that don't learn to dodge tend to not last long. Gain the Evasion Ability.

Alchemical Mastery: State Alchemists study constantly, and their power is the fruit of their labor. Every time you gain this ability, add five to an Alchemy skill.

Alchemical Tattoo: Allows the tattooing of a transmutation circle on your hand, permitting one type of alchemy to be performed as a single attack action without drawing a circle. Requires at least 15 Constitution and Intelligence.

Physical Conditioning: Constant strain of using Alchemy requires a strong body. Every time you gain this ability, gain a +2 bonus to your Constitution.

Improved Evasion: After finally mastering the art of the dodge, a State Alchemist is all but untouchable. Gain improved Evasion.

Alertness: Years spent on the battlefield require an alchemist to be attentive, or be dead. Gain Alertness.

Fast Drawing: Allows drawing of a single circle, appropriate for your character's size, to be a swift action once per battle.

Soul Alchemy: Allows learning of Alchemy(Soul) which permits many feats to be gained and also allows a State Alchemist the ability to create Philosopher's Stones and Homunculi. Soul Alchemy itself can be used to resurrect fallen allies and bind the souls of opponents. Both acts are DC 50 checks, and resurrection drains the Alchemist of all power for a week. Below are feats obtainable as Bonus Feats for the State Alchemist once this is unlocked, or the secondary list if the alchemist chooses.

Soul Alchemy Bonus Feats:

Body as Matrix:This feat allows one to use their own body as the transmutation matrix within the circle. All they must do to perform alchemy, is to form their body into a circle (clapping, crossing legs, etc) and then touch their target. This is the same as Alchemy Tattoo, without the strain on the body. One may still not use their body as circles that are larger then their size category. Requires Intelligence 17.

Understanding: This feat represents that you have seen enough of the truth to understand an alchemical element, much greater then others could. At the time of choosing this feat, choose one Alchemy skill and you may now take a 10 on checks with that skill even if rushed or threatened. This feat may be taken multiple times, once for each of the 8 Alchemy skills. Requires Intelligence 17.

Teleportation: This feat represents that you have seen enough of the truth to be able to dissemble an object here and reassemble it over there. You may only teleport to another Teleportation circle that you are aware of. To teleport, you must succeed an Alchemy (Chemical) check DC 15 +1 per 10 pounds being transmuted. You may add a knowledge skill the DM deems appropriate, depending on what is being teleported (Rule of thumb, the item can be identified using that knowledge). The distance is not a factor, as long as the circle is not disturbed. Requires Intelligence 17.

Secondary Bonus Feats The following are feats that can be chosen as bonus feats in place of a Soul Alchemy Bonus Feat: Alchemical Tattoo, Alchemical Mastery, Skill Focus (Knowledge or Alchemy only), Toughness, and Dodge.

Weapon and Armor Proficiency: State Alchemists are proficient with all simple and martial weapons, as well as light and medium armor. They are not proficient with shields.

Ex-State Alchemists[edit]


Epic State Alchemist[edit]

Table: The Epic State Alchemist

Hit Die: d8

Level Special
21st Improved Skill Accumulation, Bonus Feat
22nd Alchemical Mastery, Speedy Alchemy
23rd Bonus Feat
24th Alchemical Mastery
25th Bonus Feat, Philospher
26th Alchemical Mastery
27th Bonus Feat
28th Alchemical Mastery
29th Bonus Feat
30th Master Alchemist

8 + Int modifier x3 skill points per level.

Improved Skill Accumulation For all Alchemy skills the skill limit is now your level plus 30. Philosopher Pick 3 Alchemy skills. From now on, treat the results of these checks as 25% higher. (For example, if your roll and check come out to 100, treat it as a 125 for purposes of determining skill based transmutation checks.

Master Alchemist: May take 15 on any Alchemy check, and gain +2 to Intelligence.

Speedy Alchemy Your BaB now determines how many transmutations you can do in one round, so long as the transmutation circle already exists (whether from Alchemical Tattoo or previously drawn circles). Treat your check as 10 lower per transmutation of a different type after the first in one round, unless you use the same type in which case it's only 5 lower. (You could use an Area, Projectile and Wall in one round if you had a BaB of +15/+10/+5, with the check result for Projectile being reduced by 10 and the check result for Wall being reduced by 20. If you used Projectile for all three then the second Projectile check is reduced by 5 and the third Projectile check is reduced by 10. Increase these penalties by 5 more for different Alchemy skills used per transmutation, or only by 3 if the same type is used every time. Alchemists are creatures of habit after all.

Bonus Feats: The epic State Alchemist gains a bonus feat (selected from the list of epic State Alchemist bonus feats) every two levels after 21st.

Epic State Alchemist Bonus Feat List: Understanding, Combat Reflexes, Epic Skill Focus (must be in a skill they already have Skill Focus in or an Alchemy that has been selected with Alchemical Mastery).

Human State Alchemist Starting Package[edit]

Weapons: Light Crossbow, Longsword

Skill Selection: Pick a number of skills equal to 8 + Int modifier.

Skill Ranks Ability Armor
Alchemy(Water) 10 Int
Alchemy(Fire) 10 Int
Alchemy(Organic) 10 Int
Alchemy(Metals) 10 Int
Craft(Weaponsmithing) 4 Int

Feat: Rapid Reload

Bonus Feats: Quick Draw

Gear: Leather Armor, Standard Adventurer's Kit, 20 bolts, notebook, chalk, carving knife, and 5 vials of water.

Gold: 2d10 gp.

Campaign Information[edit]

Playing a State Alchemist[edit]

Religion: Alchemists tend to worship gods of knowledge and magic, such as Boccob, Although they often also worship gods of Creation and Valor.

Combat: Healer, Support, Heavy Spellcaster... The State Alchemist is an easily adjustable class, suited for many positions.

Advancement: Many State Alchemists tend to also become Fighters due to their military training, although the more religious among their ranks can become Clerics, combining Alchemy and Divine Magic to wonderous (and often terrifying) effect, and attempting to learn the secrets of both the spiritual and physical realms.

State Alchemists in the World[edit]

"It's kind of interesting how quickly the tongue can be rendered to a bubbling grease. It's surprising how easy it burns, isn't it?"
—Roy Mustang, Human State Alchemist

State Alchemists, although usually working for a government, are allowed a large degree of autonomy when pursuing their research, provided they share whatever discoveries they have made with their employers. Due to this they often become adventurers, with combat against monsters providing them with ample "test subjects" for their research.

Daily Life: Alchemists usually spend most of their days researching new techniques and transmutations to perform, except when they are called upon to fulfill their role as human weapons. A single group of ten State Alchemists are enough to level a city, and while most feel guilt and sorrow at doing so, their are others who delight in it.

Notables: Roy Mustang, Alex Armstrong, Edward Elric, and Solf J. Kimblee.

Organizations: Any government may employ State Alchemists.

NPC Reactions: Terror if they are fighting against them, and awe if just watching them. The art of a State Alchemist is wondrous to behold, if sometimes destructive.

State Alchemists Lore[edit]

Characters with ranks in Knowledge(Local) can research State Alchemists 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 State Alchemists are capable of a unique brand of magic not relying on spells.
10 State Alchemists are employed by governments as both researchers and human weapons.
15 State Alchemists are incapable of transmuting without a Transmutation circle they must draw.
20 Some Alchemists are advanced enough to no longer require a circle, but even they must form one with their body to transmute.

State Alchemist in the Game[edit]

Adaptation: Alchemy Feat, under variant rules.

Sample Encounter: .

EL : .

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