"All right, you primitive screw-heads, listen up!
See this? This ... is my boomstick!"
Army of Darkness, 1993
Prime Requisite: INT and DEX
Requirements: INT 9, CON 9
Hit Dice: 1d6
Maximum Level: 11
There are gnomes cleverer than a gnomish trickster but
lacking a trickster’s mastery of illusion. Some of these gnomes choose to
supplement their lesser skill in illusion by strengthening their gift for
mixology. These gnomish chymists pursue strange sciences and dangerous technologies which push forward the boundaries of alchemical achievement.
Gnomish chymists are able combatants. At first level, chymists
hit an unarmored foe (AC 0) with an attack throw of 10+. Like thieves, they
advance in attack throws and saving throws by two points every four levels of
experience. Chymists may only wear leather or lighter armor. Due to their short
height, gnomish chymists cannot use human-sized two-handed weapons, such as
two-handed swords or pole arms, or longbows. They are trained to fight wielding
a weapon in each hand or wielding a weapon two-handed, but not wielding a
weapon and shield. The chymist can wield a broad selection of weapons,
including dagger, short sword, spear, sword, war hammer and any missile weapon.
A gnomish chymist begins his career knowing two Degrees,
increased by his Intelligence bonus, one of which must be a Chemistry Degree. Chymists
are renowned for their specialization in alchemical engineering, synthesizing
alchemical compounds, metallurgic reagents, and vaporous clouds. Similarly, a
1st level gnomish chymist may prepare and utilize two Devices per day, one of
which must be a Device based upon a Chemistry Degree. Chymists gain additional
Degrees and Devices as they gain levels, as shown on the Gnomish Chymist Level
Progression table below.
Once per hour, gnomish chymists can cast faerie fire and ventriloquism. Once per 8 hours they can cast mirror image and phantasmal
force. Each of these spells takes one round to cast, and otherwise
functions like a normal spell cast by a mage of his class level. As they
advance, gnomish chymists progress into very limited casting of arcane spells.
Starting at 3rd level, they will learn and cast spells as mages of one-third
their level, using the same spell list and the same rules for learning and
casting spells. Unlike (human) mages, gnomish chymists can also cast spells
while wearing armor.
Gnomish chymists may use any magic item usable by thieves.
Like all gnomes, chymists have a nose for potions. They may make a proficiency throw of 11+ to
determine the magical properties of a potion or oil on taste. Starting at 5th
level, gnomish chymists may brew potions as if mages of their class level. The
gnomish tendency to underground life has granted them extended infravision to 90’. Gnomes speak the
tongues of Dwarves, Elves, Goblins and Kobolds. In addition, gnomish chymists
can speak with animals (as the
spell) at will. A lifetime spent in the company of illusionists leaves gnomish chymists
resistant to illusions made by
others. They receive a +4 bonus on saving throws to disbelieve magical
illusions.
A gnomish chymist who achieves enough fame and fortune
from his adventures may build a gnomish
vault when he reaches 9th level. Gnomes usually live in clans, so gnomes of
the character’s clan will be the first to live under his roof, but gnomes from
other clans will also come and live nearby to be ruled by the character. A
total of 3d6x10 1st level NPCs of the same race will move in to help maintain
and defend the vault at no cost to the character. A gnomish chymist is expected
to employ only soldiers of gnomish descent, but may hire members of other races
for other tasks.
Gnomish Chymist Proficiency List (31): Alchemical Engineering, Alertness, Ambushing, Arcane Dabbling, Beast Friendship, Blind Fighting, Caving, Combat Reflexes, Combat Trickery (disarm, sunder), Eavesdropping, Familiar, Fighting Style, Goblin-Slaying, Knowledge, Magical Engineering, Mystic Aura, Passing Without Trace, Precise Shooting, Prestidigitation, Quiet Magic, Running, Siege Engineering, Skirmishing, Sniping, Swashbuckling, Trapping, Unflappable Casting, Vermin-Slaying, Weapon Finesse, Weapon Focus
Natural Philosopher Template: This pre-generated template
represents a gnomish chymist who proves his alchemical compounds in the field.
The template is ready for adventure. However, if your gnomish chymist’s INT is
13 or greater, you may pick one or more additional general proficiencies before
play if you’d like.
Template: Natural Philosopher
Proficiencies: Fighting Style (missile weapon), Knowledge
(natural philosophy)
Starting Equipment: Chymist’s tools (for chemical smoke and psychotropic compound), crossbow, case with 20 bolts, war hammer, short
sword, dagger, leather armor, hooded cloak, wool tunic and pants, leather belt,
low boots, backpack, wool blanket, tinderbox, 12 torches, 3 flasks of military
oil, 2 week’s iron rations, 3gp
Experience
|
Level
|
Title
|
Hit Dice
|
Degrees
|
Devices
|
1
|
2
|
0
|
1
|
Gnomish Apprentice
|
1d6
|
2
|
2
|
||
2,475
|
2
|
Gnomish Assistant
|
2d6
|
2
|
2
|
||
4,950
|
3
|
Gnomish Chymist
|
3d6
|
3
|
3
|
1
|
|
9,900
|
4
|
Gnomish Chymist
|
4d6
|
3
|
3
|
1
|
|
19,800
|
5
|
Gnomish Chymist
|
5d6
|
4
|
4
|
1
|
|
39,600
|
6
|
Gnomish Chymist
|
6d6
|
4
|
4
|
2
|
|
80,000
|
7
|
Gnomish Chymist
|
7d6
|
5
|
5
|
2
|
|
160,000
|
8
|
Gnomish Chymist
|
8d6
|
5
|
5
|
2
|
|
310,000
|
9
|
Gnomish Vaultlord
|
9d6
|
6
|
6
|
2
|
1
|
460,000
|
10
|
Gnomish Vaultlord, 10th lvl
|
9d6+2*
|
6
|
6
|
2
|
1
|
610,000
|
11
|
Gnomish Vaultlord, 11th lvl
|
9d6+4*
|
7
|
7
|
2
|
1
|
*Hit point modifiers from constitution are ignored
New Proficiency
Alchemical
Engineering: The character knows one additional Degree, which must be a Chemistry
Degree, and may prepare and utilize one additional Device per day, which must
be a Device based upon a Chemistry Degree.
Custom Class Build Information
Hit Dice
|
Fighting
|
Thievery
|
Divine
|
Arcane
|
Technology
|
Gnome
|
1
|
1b
|
0
|
0
|
0
|
1
|
3
|
XP Calculation: 500 + 500 + 200 + 1275 = 2,475
at 2nd level
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