from the Wilderlands Players’ Guide (with minor clarifications)
Black lotus poison, potions of invisibility, golems and the fabled philosopher’s stone – crafting potions, poisons and alchemical items through quasi-magical means is the domain of the alchemist. Different from the common apothecary that dispenses powders to aging gentlewomen, the alchemist is a student of the mysteries of the physical world. Some are a remnant of the ancient tradition of the Philosophers while others continue the poisonous traditions of the Orichalan master poisonmakers. They seek knowledge that is both ancient and hidden.
Abilities: Intelligence is most important for an alchemist as the Craft (alchemy) skill and the Craft (poisonmaking) skill are based on it, as are the Craft skills necessary to create constructs. A high Constitution improves his Fortitude, allowing a better chance to withstand the dangers of brewing poisons. A high Charisma allows an alchemist to better trade for items that may be necessary for his concoctions.
Hit Die: d4
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Potion Formulas Known (0-3)|
|1||+0||+0||+0||+2||nonmagical alchemy, alchemical resistance +2||– / – / – / –|
|2||+1||+0||+0||+3||brew poison||– / – / – / –|
|3||+1||+1||+1||+3||brew potion||5 / 3 / – / –|
|4||+2||+1||+1||+4||alchemical resistance +4, craft homunculus||6 / 4 / 3 / –|
|5||+2||+1||+1||+4||identify alchemical item||6 / 4 / 4 / 3|
|6||+3||+2||+2||+5||-||7 / 5 / 4 / 4|
|7||+3||+2||+2||+5||craft wonderous alchemical items||7 / 5 / 5 / 4|
|8||+4||+2||+2||+6||alchemical resistance +6, craft flesh golem||8 / 6 / 5 / 5|
|9||+4||+3||+3||+6||-||8 / 6 / 6 / 5|
|10||+5||+3||+3||+7||-||9 / 7 / 6 / 6|
|11||+5||+3||+3||+7||craft clay golem||9 / 7 / 7 / 6|
|12||+6||+4||+4||+8||alchemical resistance +8||10 / 8 / 7 / 7|
|13||+6||+4||+4||+8||-||10 / 8 / 8 / 7|
|14||+7||+4||+4||+9||craft stone golem||11 / 9 / 8 / 8|
|15||+7||+5||+5||+9||-||11 / 9 / 9 / 8|
|16||+8||+5||+5||+10||alchemical resistance +10, craft iron golem||12 / 10 / 9 / 9|
|17||+8||+5||+5||+10||-||12 / 10 / 10 / 9|
|18||+9||+6||+6||+11||immune to poisons||13 / 11 / 10 / 10|
|19||+9||+6||+6||+11||-||13 / 11 / 11 / 10|
|20||+10||+6||+6||+12||create philosopher’s stone||14 / 12 / 12 / 11|
The alchemist’s class skills are: Craft (alchemy) (Int), Craft (skill categories related to crafting constructs—armorsmithing, leatherworking, pottery, sculpting), Craft (poisonmaking) (Int), Knowledge (arcana), Knowledge (nature), Knowledge (physical universe), Profession (alchemist), Use Magic Device.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons, but not with any type of armor or shield.
Nonmagical Alchemy: An alchemist, through his unique art, does not need to be a spellcaster to use the Craft (alchemy) skill to create alchemical items.
Alchemical Resistance: Due to his familiarity with alchemical items, dabbling with poisons and potions and a daily regimen of ingesting a small amount of poison to build up a tolerance, an alchemist gains a competence bonus on saves of any type against poisons, potions with negative effects or effects from alchemically created items. This competence bonus increases as the alchemist gains additional levels as reflected on the Alchemist table.
Brew Poisons: An alchemist who reaches 2nd level may brew poisons using the Craft (poisonmaking) skill. This skill is unique to the alchemist. An alchemist must use an alchemist’s lab to brew poisons and does not gain a +2 for doing so.
Brew Potions: Beginning at 3rd level, an alchemist may begin to brew potions as per the Brew Potion feat with the following modifications to the feat:
- The alchemist does not use arcane powers to create his potions. Instead, through research, the alchemist learns the alchemical formulas to create potions simulating arcane or divine spells. See the Alchemical Formulas Known table. New formulas are gained upon level advancement and are chosen by the alchemist. The Judge may place restrictions on learning formulas for certain rare spells.
- An alchemist may learn formulas from cleric, druid or sorcerer/wizard spell lists, and the spell formula learned may be arcane or divine.
- The alchemist’s alchemist level functions as his caster level for purposes of determining the power of the potion as well as its cost.
- Like a spellcaster, an alchemist may use a caster level less than his alchemist level when creating a potion if he so chooses.
In all other respects, the alchemist’s Brew Potion ability functions as does the Brew Potion feat including the requirement of XP cost. An alchemist must use an alchemist’s lab to brew potions and does not gain a +2 for doing so.
Craft Homunculous: At 4th level, an alchemist gains the ability to create a homunculous – a tiny construct that acts as a familiar for the alchemist—as if the alchemist had the Craft Construct feat, except that the alchemist does not need to meet any of the spell prerequisites. The process of creation is detailed in the entry for Homunculous in the MM. An alchemist must use an alchemist’s lab to craft a homunculous and does not gain a +2 for doing so.
Identify Alchemical Item: At 5th level, an alchemist can identify a potion, alchemical item (including wondrous alchemical items) or any other magical liquid as per the identify spell but without the requirement of a material component. Using this ability requires 10 minutes. The potion, liquid or item is not used and the alchemist does not suffer any of the effects of the potion or liquid. If the potion or liquid is truly unique (such as a one of a kind potion), the alchemist only learns that the potion or liquid is unique, but does not identify its properties.
Craft Wondrous Alchemical Items: At 7th level, an alchemist can create wondrous liquids and alchemical items, similar to the Craft Wondrous Items metamagic feat, except that this ability only allows an alchemist to craft wondrous items that are liquids or other similar alchemical items. An alchemist does not need to possess any spell prerequisites or any skill prerequisites to create a wondrous liquid, but he must meet the Caster Level prerequisite, substituting his alchemist level for Caster Level. Items an alchemist may craft using this ability include: dust of appearance, dust of disappearance, dust of dryness, dust of illusion, dust of tracelessness, elixir of fire breath, elixir of hiding, elixir of love, elixir of sneaking, elixir of swimming, elixir of vision, hand of glory, hand of the mage, incense of meditation, Keoghtom’s ointment, Nolzur’s marvelous pigments, salve of slipperiness, silversheen, sovereign glue, stone salve, unguent of timelessness, universal solvent, and any similar items in the Judge’s campaign that are powders or liquids or traditional alchemical items. An alchemist must use an alchemist’s lab to craft wondrous alchemical items and does not gain a +2 for doing so.
Craft Golem: Beginning at 8th level, an alchemist gains the ability to create a flesh golem as if the alchemist had the Craft Construct feat detailed in the MM, except that the alchemist does not need to meet any of the spell prerequisites (though he must pay any costs associated with the spells). The process of creation is detailed in the entry for Golem in the MM. At higher levels, the alchemist gains the ability to create clay, stone and iron golems. See the Alchemist table. An alchemist must use an alchemist’s lab to craft golems and does not gain a +2 for doing so.
Immune to Poison: At 18th level, an alchemist has become immune to all poisons, including magical poisons, through a rigorous regimen of ingesting small doses of different poisons over a long period of time.
Create Philosopher’s Stone: At 20th level, an alchemist can create a philosopher’s stone, a minor artifact of legendary power, which includes the ability to turn lead to gold and create an elixir of life that works a true resurrection. The creation of this legendary stone is the pinnacle of alchemical achievement.
Creating a philosopher’s stone requires 1 month’s time and the expenditure of 5,000 XP as well as the permanent sacrifice of 1 point of any ability score. Because it is a work of pure reason, nothing but the basest materials (no cost) is required to create the stone. An alchemist may still complete the creation of the stone even if the expenditure of the XP reduces him below the XP required for 20th level. However, no further stones can be created until the alchemist has again reached 20th level in XP. An alchemist must use an alchemist’s lab to create a philosopher’s stone and does not gain a +2 for doing so.