ZERO EDITION FANTASY

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ZERO EDITION FANTASY The Alchemist Class for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures LEONARU ALCHEMIST A NEW CHARACTER CLASS PUBLISHED BY Taxidermic Owlbear Publishing

What is an Alchemist? The alchemist is a scholar and scientist. Alchemists are not combat experts; brewing potions and making drugs and poisons is where they excel. Class Basics Attribute Requirements INT 13, WIS 13 Prime Requisite Wisdom Races Human Hit Die d6 (max 9) Alignment Neutral Weapons No two-handed, no magic swords Armour None heavier than chainmail Attack Progression As cleric Saving Throws As fighter Attribute Requirements Analytical thinking and intuition are what an alchemist needs. An alchemist requires minimum Intelligence and Wisdom scores of 13. Prime Requisite Wisdom is the alchemist's prime requisite. Races Only humans can become alchemists. Table 1: Alchemist Experience Progression XP Hit Dice Title 1 0 1d6 Student 2 1,500 2d6 Cleric 3 3,000 3d6 Scribe 4 6,000 4d6 Pedant 5 12,000 5d6 Savant 6 25,000 6d6 Scholar 7 50,000 7d6 Philosopher 8 100,000 8d6 Magnus 9 150,000 9d6 Alchemist 10 300,000 9d6+1 Master Alchemist 11 450,000 9d6+2 Master Alchemist 12 600,000 9d6+3 Master Alchemist 13 750,000 9d6+4 Master Alchemist 14 900,000 9d6+5 Master Alchemist 15 1,050,000 9d6+7 Master Alchemist 16 1,200,000 9d6+8 Master Alchemist 17 1,350,000 9d6+9 Master Alchemist 18 1,500,000 9d6+10 Master Alchemist 19 1,650,000 9d6+11 Master Alchemist 20 1,800,000 9d6+12 Master Alchemist Hit Die The alchemist uses the d6 to determine his hit points and can gain a maximum of nine hit dice at level nine. Every level thereafter, he gains an additional hit point (see Table 1). Alignment Alchemist are always Neutral. They live to brew potions and do research and do not concern themselves with the struggle between Law and Chaos. Weapons and Armour Alchemists can wear any armour that is no heavier than chainmail. Furthermore, they can use any weapon except for two-handed weapons and magic swords of any kind. Attack Progression Alchemists have the same attack progression as clerics (see Table 4). Saving Throws An alchemist's saving throws progress as those of a fighter do (see Table 3). Alchemists receive a +2 bonus to rolls against poison and non-magical paralysation. Special Abilities & Traits Alchemical Skills The alchemist has a number of skills he can use at will. Each skill has a certain chance of success based on the alchemist s level. Whether or not the alchemist uses a skill successfully is determined by rolling 1d100. If the roll is equal to or lower than the target number, the attempt succeeds. After an attempt to use a skill, it is assumed that the alchemist tried his best. Thus, he cannot try again right away. He may make another attempt later at the game master s discretion. Detect Poison: This allows the alchemist tell whether an item is poisonous, a creature is venomous or a character has been poisoned. Neutralise Poison: This skill will neutralise a poison of a strength up to twice the alchemist s level. It can be used only once per poisoned character per poison type and will not resurrect a character killed by poison. Neutralise Paralysis: With this skill, the alchemist can chancel the effect of paralysis caused by a creature with up to twice the alchemist s hit dice. It will not work on paralysis caused by devices (like wands or swords) or spells. Neutralise Acid: The alchemist can attempt to half the damage to a character that has be hit (but not killed) by acid during the last round of combat. Identify : This skill identifies potions. Should it be used unsuccessfully on a of Delusion, a second roll is secretly made by the game master to see whether the alchemist identifies it incorrectly. The alchemist can also use this skill to gain information on acids, alchemical compounds and similar materials. 2

Poisons, Drugs, Acids and s From level three on, the alchemist can create a number of alchemical materials. While he gains experience, he gets access to more and stronger potions. Blade venoms can be prepared from level five on. Poisons: Alchemists can prepare poisons of a strength level equal to their own experience level. Per strength level, a poison costs 50 GP and one day of work. Drugs: Drugs work like poisons, but have twice the cost. A saving throw against a drug is a saving throw against poison at a -2 penalty. If unsuccessful, the victim is unconscious for at least four hours. An hourly resurrection survival check is permitted to try to wake up. s: A potions requires 200 GP and one week per level to produce. From ninth level on, an alchemist who has a sample of a potion can reproduce it even if he has not reach the experience level needed to produce a potion of that strength. All potions an alchemist has access to are listed in a separate section below. New potions are developed like new spells are, with a sample adding 40% to the chance of success. Acids: Acids are produced in quantities of one gallon and cost 100 GP and a day of work per level of strength. An acid deals 1d6 points of damage per level of strength, with the maximum level being the alchemist s level. Read Languages The alchemist can read any language with a 80% chance of success. One attempt per week per item can be made. Read Magic From level seven on, an alchemist can read magic and thus use magical scrolls. If he uses a scroll with a spell of the seventh level or a higher level, there is a 10% chance that the opposite of what is intended happens. Saving Throw Bonus The alchemist uses the fighter s saving throw table but receives a +2 bonus to rolls against poison and non-magical paralysation. Detect Poison Table 2: Alchemist Skill Progression Neutralise Poison Neutralise Paralysis Neutralise Acid Identify Known Formulae 1 20% 10% 15% - 5% - 2 25% 15% 20% - 10% - 3 30% 20% 25% 15% 20% 1 4 35% 25% 35% 20% 25% 2 5 45% 35% 40% 25% 35% 2/1 6 55% 45% 45% 30% 45% 2/2 7 60% 50% 55% 35% 50% 3/2/1 8 65% 55% 65% 40% 60% 4/2/2 9 75% 65% 75% 45% 70% 4/3/2/1 10 85% 75% 85% 50% 80% 5/3/3/2 11 95% 85% 95% 55% 85% 5/4/3/2/1 12 100% 90% 100% 60% 95% 6/4/4/2/2 13 100% 95% 100% 65% 100% 6/5/4/3/2/1 14 100% 100% 100% 70% 100% 7/5/5/3/3/1 15 100% 100% 100% 75% 100% 7/6/5/4/3/2 16 100% 100% 100% 80% 100% 8/6/6/4/4/2 17 100% 100% 100% 85% 100% 8/7/6/5/4/3 18 100% 100% 100% 90% 100% 9/7/7/5/5/3 19 100% 100% 100% 95% 100% 9/8/7/6/5/4 20 100% 100% 100% 100% 100% 10/8/8/6/6/4 Table 3: Alchemist Saving Throw Progression Wand Dragon Breath Death, Poison Petrification Spell 1 3 13 15 12 14 16 4 6 11 13 10 12 14 7 9 9 10 8 10 12 10 12 7 8 6 8 10 13+ 5 5 4 5 8 3

Table 4: Alchemist Attack Matrix 9 8 7 6 5 4 3 2 1 0-1 -2-3 1 2 10 11 12 13 14 15 16 17 18 19 20 - - 3 4 9 10 11 12 13 14 15 16 17 18 19 20-5 6 8 9 10 11 12 13 14 15 16 17 18 19 20 7 7 8 9 10 11 12 13 14 15 16 17 18 19 8 6 7 8 9 10 11 12 13 14 15 16 17 18 9 10 5 6 7 8 9 10 11 12 13 14 15 16 17 11 12 4 5 6 7 8 9 10 11 12 13 14 15 16 13 14 3 4 5 6 7 8 9 10 11 12 13 14 15 15 16 2 3 4 5 6 7 8 9 10 11 12 13 14 17 1 2 3 4 5 6 7 8 9 10 11 12 13 18 1 1 2 3 4 5 6 7 8 9 10 11 12 19 20 1 1 1 2 3 4 5 6 7 8 9 10 11 Item Restrictions Alchemists can use magic versions of weapons and armour they are permitted to use. They can use any potion or other magical brew, but are otherwise restricted to magic items that members of all classes can use. Exceptions are wands or staffs that summon elementals. Furthermore, alchemists can control liquids from the Jug of Alchemy and the Beaker of Plentiful s. Alchemists can also use the Manual of the Golem. Strongholds, Henchmen & Followers Alchemist usually have an alchemical laboratory, but do not build strongholds like members of other classes and do not attract followers. They can hire henchmen as their financial situation permits. s The tables below divide the potions (and other alchemical substances) into six different levels. Over time, the alchemist gains access to more and more recipes and higher potion levels. Random potions can be rolled using these tables. The number in parenthesis behind a potion indicates the number of doses produced. New potions are described hereafter. Table 5: 1st- s 1 of Heroism 2 of Giant Control 3 of Animal Control 4 of Water Breathing 5 of Healing 6 Purification Powder (10) 7 Flash Pellets (5) 8 Dust of Sneezing (10) 9 Oil of Slipperiness 10 Tanglefoot Pills (2) Table 6: 2nd- s 1 of Speed 2 of Levitation 3 of Growth 4 of Diminution 5 of Human Control 6 of Plant Control 7 Dust of Appearance (10) 8 Dust of Paralysation (10) Table 7: 3rd- s 1 of Superheroism 2 of Polymorph 3 of Fire Resistance 4 of Extra-Healing 5 of Fly 6 of Clairvoyance 7 of Clairaudience of Dust of Sneezing 8 and Choking (15) Table 8: 4th- s 1 of Invulnerability 2 of Undead Control 3 of Giant Control of Immunization 4 from Lycanthropes 5 of Invisibility 6 of Homunculi Creation 4

Table 9: 5th- s 1 of Dragon Control 2 of Gaseous Form 3 of Treasure Finding 4 Dust of Disappearance (20) 5 Oil of Etherealness 6 of Cloning Culture Table 10: 6th- s 1 of Longevity 2 of Cure Disease 3 of Regeneration 4 of Mind Damp Dust of Paralysation This dust paralyses the victim for one hour unless a successful saving throw vs. poison is made. Dust of Sneezing This is a non-fatal variant of the Dust of Sneezing and Choking. The target must make a saving throw vs. poison with a -2 penalty or will sneeze for 2d4 rounds and not be able to do anything else. Flash Pellet The Flash Pellet is a small pellet that explodes into bright light upon being throw on a hard surface. Unsuspecting victims have a 90% chance of being blinded for 2d4 rounds. Purification Powder This powder makes spoiled food and drink consumable. It will not neutralise poisons or drugs. New Alchemical Items Grimoire of Archaic Alchemy The Grimoire of Archaic Alchemy is a mysterious tome containing ancient secrets of alchemy. An alchemist who studies it gains a level; a mage who does so gains 10,000 XP. Clerics take 7,000 XP from the book but suffer 5d6 points of damage after reading it. Members of other classes suffer 2d10 points of damage. Philosopher's Stone This stone looks exactly like a Luckstone or a Loadstone, but can only be used by an alchemist. The stone has 2d4 charges. A charge can be used to increase a research roll by 20% or to transmute 10,000 coin-sized lead pieces into precious metal. There is an equal chance of the lead becoming gold or silver. A Philosopher's Stone that has any charges can be used to Cure Disease once per day. This does not expend a charge. An alchemist who carries such a stone becomes immune to diseases. A Philosopher's Stone cannot be destroyed by heat, not even heat as strong as a dragon's fire. The Philosopher's Stone can be distinguished from a Luckstone by dipping it into molten lead, which destroys the Luckstone but not the Philosopher's Stone. After the stone's last charge has be expended, it disintegrates. of Cloning Culture This potion works like the mage spell Clone. of Cure Disease This potion works like the cleric spell of the same name. of Immunization from Lycanthropes This potion protects the drinker from contracting lycanthropy for a month. As it is made from lycanthrope serum, the drinker has a 1% chance of becoming a lycantrope after drinking the potion. of Mind Damp This potion renders the drinker immune to psionic attacks and other psionic effects for one week. This includes spells such as ESP and item like Crystal Balls. The user will not be able to use heir own psionics or psionic devices while under the influence of this potion. of Regeneration This potion lets the user regenerate one hit point per turn for one day. It will even regenerate hit points for a dead creature unless it was killed by fire or acid. It can also be used to resurrect a creature that died no more than three days ago provided it makes a successful system shock survival check. If applied daily over the course of two weeks, it allows a creature to regrow a severed limb. 5

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