Alchemist : Druid : Elf : Faun : Gnorl : Gypsy : Hin : Ka'an : Ogrima : Rockgnome : Taros : Trader : Woodgnome
Prime Requisite: Wisdom.
Other Requirements: Intelligence of 12 or higher, Neutral alignment.
Experience Bonus: +5% for Wisdom of 13-15, +10% for Wisdom of 16 or greater.
Hit Dice: 1d6 per level with Constitution adjustments, up to 9th level. Starting at 10th level, +1 hit point per level and Constitution adjustments no longer apply.
Weapon Skills: Same as Clerics.
Other Skills: Same as Clerics.
Maximum Level: 18th level.
Armour Allowed: Any; shields allowed. Armour and shields must be constructed from natural materials.
Weapons Allowed: Any one handed weapon (excluding magical swords).
Special Abilities:
Poisons: Alchemists may brew potions of a strength level equal to their own experience levels. Each strength level costs 50GP and one day.
Drugs: As poisons, but double cost. Saving throw vs. Poison at -2. If failed, the victim is unconscious for 4 hours minimum. A successful constitution/resurrection throw is required to wake up (check each hour).
Potions: These require 200GP and 1 week per level to produce (see list). Research costs are the same as MUs for Spells, but having a sample allows 9th Level Alchemists to produce the potion even if the potion has not been developed. A sample allows an Alchemist able to research a potion add 40% to his chances of success. (Option: Raise production costs to 250GP and don’t allow MUs potion production)
Acids: These are produced by the gallon and do 1 six-sided die damage per level strength. These cost 100GP and 1 day per level strength. Maximum strength equals Alchemist level. From the 3rd level the Alchemist has a 15% chance of neutralizing half acid damage, providing the victim survives. This chance increases 5% for each additional level.
Hit Alchemist Spells/day: Move Hide in
Level Experience Dice 1 2 3 4 5 6 7 Silent Shadows
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1 0 1d6 - - - - - - - 20% 10%
2 1,500 2d6 1 - - - - - - 25% 15%
3 3,300 3d6 2 - - - - - - 30% 20%
4 6,000 4d6 2 1 - - - - - 35% 24%
5 12,000 5d6 2 2 - - - - - 40% 28%
6 25,000 6d6 2 2 1 - - - - 44% 32%
7 50,000 7d6 3 2 2 - - - - 48% 35%
8 100,000 8d6 3 3 2 1 - - - 52% 38%
9 200,000 9d6 3 3 3 2 - - - 55% 41%
10 400,000 9d6+1 4 4 3 2 1 - - 58% 44%
11 600,000 9d6+2 4 4 3 3 2 - - 61% 47%
12 800,000 9d6+3 4 4 4 3 2 1 - 64% 50%
13 1,000,000 9d6+4 5 5 4 3 2 2 - 66% 53%
14* 1,200,000 9d6+5 5 5 5 3 3 2 - 68% 56%
15* 1,400,000 9d6+6 6 5 5 3 3 3 - 70% 58%
16* 2,600,000 9d6+7 6 5 5 4 4 3 - 72% 60%
17* 2,800,000 9d6+8 6 6 5 4 4 3 1 74% 62%
18* 3,000,000 9d6+9 6 6 5 4 4 3 2 76% 64%
* In order to advance to these levels the character must seek out
another Alchemist of that level and challenge him to Alchemistic Combat.
There are 9 Alchemists of 14th level, 7 of 15th level, 5 of 16th level,
3 of 17th level and 1 of 18th level.
Death Ray Magic Paralysis Breath Rod, Staff
Level or Poison Wands or Petrify Weapon or Spell
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1-4 9 10 12 14 13
5-8 7 8 10 11 11
9-12 5 6 8 10 9
13-16 4 5 6 8 7
17-18 3 4 4 6 5
AC:
Level 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
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1-4 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24
5-8 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22
9-12 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
13-16 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20
17-18 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20