PC15 - The OSR Chymist Class v1 1
PC15 - The OSR Chymist Class v1 1
Alignment: Any Extracts only require a minute to mix and are good
for 24 hours. So a chymist may opt to create some
Weapons Allowed: Club, Dagger, Dart, Hand ahead of time or wait until they are needed.
Crossbow, Knife,, Light Crossbow, Quarterstaff,
Short Sword, These extracts require formula that work like magic-
user spells (including checking whether or not the
Armor Allowed/Shields Allowed: Leather, chymist can understand that formula using
Studded Leather/None Intelligence), only are written in a small notebook
and referred to when creating the extracts.
To Hit/Saves: Cleric/Rogue (or Cleric)
A chymist starts off knowing 2 formulas and learns
Multi-classing: Permitted races may take chymist another one each level. Additional ones may be
in place of thief/rogue learned by studying scrolls that produce similar
effects. The chymist can also brew magical potions
Class Abilities: (of the normal kind) as a magic-user does.
The chymist mixes chemicals and reagents on the Beyond his skills with potions, the chymist also has a
spot to produce a number of magical effects. small number of rogue (thief) abilities, those that
deal with mechanical or magical objects (and
Firstly, the chymist can create and throw bombs that furthermore is a subclass of the Rogue, see PC12-
damage anything in a 5' radius. The damage done is The OSR Rogue).
initially 1d6 and increases by an additional 1d6 for
every odd level (so 2d6 at 3rd level, 3d6 at 5th, etc). Finally every even level the chymist makes a
These are treated as “grenade like missiles”, only “discovery” that changes and improves his skill with
they automatically shatter. (Note, I use a d12 to the bombs, extracts he creates, his skills, or even
determine the “o'clock” direction on a miss) causing beneficial mutations to his own body.
A chymist may produce a number of these bombs These discoveries are culminated by “great”
per day equal to his chymist level. discoveries at 20th and every further 2 levels.
Secondly, the chymist can take a personal potion Optionally a chymist may choose to not be able to
called a mutagen and turn himself into a more make a mutagenic potion and thus have a mutagen
monstrous version of himself, called a mutagen form. Chymists who forgo this gain one additional
form. Initially this form is simply a stronger (18 or extract per day (per extract level) as well as two
18/76 strength), tougher (AC 5, 18 Con) version of additional bombs per day.
himself, tougher but it drops the intelligence to 6.
For example a 4th level chymist with no mutagen
While in this form the chymist cannot use extracts, form would be able to make 4 1st level extracts per
bombs, or other skills, but attacks as a fighter of the day and 2 2nd level extracts, as well as six bombs per
same level and has (temporary) fighter hit points. day.
Discoveries: Inferno Bomb – Sets its target on fire (in additional
to the bomb's normal damage), causing an
additional 1d6 per round until extinguished (which
These are broken up into several broad categories. can be done with a saving throw vs dragon breath)
Madness Bomb – Deals no physical damage, but
Bombs may induce madness to the target as per the
confusion spell.
These discovery allow the chymist to modify his Shock Bomb – Does electrical damage. +4 to hit
bombs to have different effects, often mimicking that opponents in metal armor
of a spell. In that case, the spell effects are that of a
caster of a level equal to the character's chymist Sleep Bomb – Bomb does subdual damage
level.
Smoke Bomb – Does no damage but acts as a fog
cloud spell
Acid Bomb – Deals acid damage. This also deals an
extra 1d6 the following round Sticky Bomb – Does no damage but acts as a web
spell
Bombardier - The chymist make make two
additional bombs per day. This may be taken Sunlight Bomb – Does no damage acts like
multiple times. sunlight for 1 round per chymist level. Does 1d6
damage to undead per round.
Concussive Bomb – Deals sonic damage. This
lowers the damage to 1d4 (from 1d6) but also Stinking Bomb – Does no damage, but acts like a
causes deafness (as per the spell) for a number of stinking cloud spell
rounds equal to the chymist level.
Trip Mine – Instead of throwing his bomb, the
(May be combined with flash bomb but lowers chymist forms it into a mine that explodes whenever
damage to 1d3) a creature steps on it (for up to 24 hours after set).
Dark Bomb – Does no damage, but acts as a
darkness spell Mutagenic Form
Defoliant Bomb – Does +2 per damage dice versus These discoveries alter the mutagenic form. Each
plants mutagenic form discovery also increases the
Delayed Fuse – The chymist may choose to have duration of the mutagenic form by 1 hour.
the bomb explode at a given time (up to 24 hours) Agile – the dexterity of the chymist in mutagenic
Demolition Bomb – This does half damage, but form becomes 18. This improves armor class.
works against buildings, doors, and golems. It can Beautiful – the charisma of the chymist in
also be used to blow open chests. In the latter case mutagenic form becomes 18, and the appearance
there is a 80%+ chymist level chance of the chest's changes from bestial to beautiful, though still with a
contents not being destroyed by using too much dangerous air.
explosive.
Feral – the mutagenic form becomes even more
Dispelling Bomb – No damage, but instead acts as beastly, growing claws that give the chymist two
a dispel magic spell (with his chymist level being the attacks per round doing 1d6 damage each (no
caster level) strength bonus)
Explosive Bomb – The chymist's bombs now have Jawbreaker – the mutagenic form's mouth
a radius of 10' instead of 5' enlarges, giving the chymist a bite attack that does
Fast Bombs – The chymist may create and throw 1d8 damage (may be combined with feral form
two bombs a round Stress Induced Transformation – The chymist
Flash Bomb - Lowers the damage to 1d4 (from transforms into his mutagenic form when hurt badly
1d6) but causes blindness (save versus petrification) or under stress, even without his potion.
for a number of rounds equel to the chymist level. Strong – the mutagenic form's strength increases to
(May be combined with concussive bomb but lowers 18/00 strength (19 in B/X). This may be taken again
damage to 1d3) to increase it to 19, again to 20, and again to 21
Force Bomb – Deals force (that is like one of the Swift – the mutagenic form's speed increases by
various hand spells) damage. It reduces the damage 50% (so from 12” to 18” in 1st edition)
to 1d4 instead of 1d6, but knocks the target back 5' Thick skinned – the mutagenic form's armor class
or down on a failed saving throw (vs magic) improves by 2 (maybe picked more than once)
Injections Grand Discoveries
Injections are similar to extracts in that they largely These may only be picked beginning at 20th level
duplicate spell effects (equal to the chymist level of
Alchemical Simulacrum – Once a month, the
the chymist), but they are injected into a subject. In
chymist may creat creatures similar to the
practical terms, this requires a successful to hit roll
simulacrum spell, only made from vats, not ice. A
in combat. A miss does not destroy the injection, it
dead alchemical simulacrum quickly rots.
lasts for 24 hours or until a successful hit is made.
Alchemical Clone – Once a month the chymist may
However, they are not treated as extracts, bur rather
create a clone, as per the clone spell
as bombs. Each extract used per day counts toward
the chymist's bomb limit ( i.e. his chymist level) Awakened Intellect – the chymist's intelligence
increases to 22
All injection effects have be evaded by a saving
throw versus magic. Elixir of Life – the chymist make create an elixir
that acts like the resurrection spell. It costs 25,000
Charming – Acts like a charm monster spell
gp to create. It works on all creatures and may be
Confusion – Acts like the confusion spell simply be poured onto bones.
Paralytic – Acts like a hold monster spell Eternal Youth – the chymist has discovered how to
reverse and stop the aging process in himself, with
Suggestion – Acts like a suggestion spell
his physical age any age he desires.
Truth – The chymist may ask the subject two
Healing – the chymist's body regenerates like a troll
questions per chymist level and the subject must
does
answer “yes” or “no” or a short 2-4 word answer.
Philospher's Stone – the chymist discovers how to
make one and can make one per month
Miscellaneous
True Mutagen – the chymist may enter his
These modify what an chymist can do, as well as mutagen form at will, whenever and for how long he
possibly his own body. wants
Chameleon – The chymists skin changes color to
match its background or clothing, giving him the
ability to hide in shadows equal to a rogue or thief of Brewing Potions
the same level while (mostly) unclothed.
Darkvision – Allows the chymist to see in the dark This is essentially an extension of the ability to brew
(infra/ultra vision) potions mentioned in the 1e GM's book (where a %
Dilute Potion – Once per day the chymist may success chance is suggested). Instead of this %
dilute a potion into two potions of the same type and being fixed (at 70%) it increases as the character
potency. This costs chemicals worth ¼ the market levels (though 0 level characters may still have a
price of the potion and either potion may not be 70% skill)
diluted further. Each potion has a difficulty, a +/- to the brew potion
Strengthen Potion – Once per day the chymist percentage. Potions that fail this roll are either
may strengthen a potion so when consumed, its obvious failures, close failures (within 20%) which
effects are the maximum possible. This costs create a potion of delusion of the potion that was
chemicals worth the gp value of the potion and it attempted, or, if a 100 is rolled, poison potions.
remains strengthened until consumed. (Note, the standard Magic-User gains a 50% brew
Tech Savvy – The chymist's analytic skills also potions skill at 7th level, increasing by 5% per level)
extend to technology, allowing the use of The base cost to brew a potion is equal to its xp
technological devices at the same level as his use value. Most potions also require a special ingredient.
magic devices skill.
While some GMs may wish to limit potion creation by
Vestigal Arm – The chymist grows an additional strictly requiring them, as a more practical matter, if
arm. This does not given an extra attack. This may the creator does not have it, the creator can simply
be taken twice. buy them. The total cost is based on the difficulty of
Wings – The chymist grows a pair of wings. This the potion, a multiplier applied to the base cost,
acts as a fly spell as if cast at the character's reflecting the increasing power of the potion.
chyrmist level, except the duration may be spread (See table near the back for prices and difficulty)
throughout the day
The First Edition Chymist Advancement Table
Extracts Per Day
Experience Points
Level Hit Dice Title 1 2 3 4 5 6 Special
Required
1st 0 1d6 Mixer 1 - - - - - Bomb 1d6
2nd 2,000 2d6 Mingler 2 - - - - - Poison use, Discovery
3rd 4,000 3d6 Combiner 3 - - - - - Bomb 2d6
4th 8,000 4d6 Aggregator 3 1 - - - - Discovery
5th 18,000 5d6 Compounder 4 2 - - - - Bomb 3d6
6th 35,000 6d6 Fusionist 4 3 - - - - Discovery
7th 70,000 7d6 Arranger 4 3 1 - - - Bomb 4d6
8th 125,000 8d6 Composer 4 4 2 - - - Discovery
9th 250,000 9d6 Chymist 5 4 3 - - - Bomb 5d6
Read
Level ID Potions Open Locks Traps Brew Potions Use Magic Device
Languages
1st 30% 5% 20% 50% 5% 5%
2nd 35% 10% 25% 55% 10% 10%
3rd 40% 15% 30% 60% 15% 15%
4th 45% 20% 35% 65% 20% 20%
5th 50% 25% 40% 70% 25% 25%
6th 55% 30% 45% 75% 30% 30%
7th 60% 35% 50% 80% 35% 35%
8th 65% 40% 55% 85% 40% 40%
9th 70% 45% 60% 90% 45% 45%
10th 75% 50% 65% 95% 50% 50%
11th 80% 55% 70% 100% 55% 55%
12th 85% 60% 75% 105% 60% 60%
13th 90% 65% 80% 110% 65% 65%
14th 95% 70% 85% 115% 70% 70%
15th 100% 75% 90% 120% 75% 75%
16th 105% 80% 95% 125% 80% 80%
17th 110% 85% 100% 130% 85% 85%
18th 115% 90% 105% 135% 90% 90%
19th 120% 95% 110% 140% 95% 95%
20th 125% 99% 115% 145% 100% 99%
Traps includes locating and disarming traps as well as setting them. Optionally, also finds secret doors.
The First Edition Rogue Saving Throw Table (Or Use Cleric)
Death Magic,
Petrification,
Level Paralyzation, Rod, Staff, Wand Breath Spell
Polymoprh
Poison
1-3 10 12 14 16 15
4-6 9 11 12 15 13
7-9 7 10 11 13 11
10-12 6 9 10 12 10
13-15 5 8 8 11 8
16-18 4 7 6 9 7
19+ 2 3 4 7 5
Chymist Extract LIst
Use Magic
ID Potions Open Locks Traps Brew Potions Read Languages
Devices
Elf - -5% +5% +5%
Dwarf -5% +10% +15% +10% -5% -15%
Half-Orc - +5% +5% -5% -10% -5%
Gnome +5% +5% +10% +5% +10%
Halfling +10% +5% +5% +10% -5% -10%
Goblin +10% -10%
Orc -10% -10%
Trixie -5% -5% +10%
Fetchling +5%
City Venusian +5% +5% +5%
Cloud Venusian +10% +10%
Sea Venusian +5% +5% -5%
Swamp Venusian +5% -5% -5%
Nagali -5% -5% -5% -5%
Red Martian +5% +10% +5%
Black Martian +10% +15% +10% +5%
White Maritan -5% +10% +10%
Yellow Martian -5%
Green Martian +5% +10% -10% -10%
The Original Edition Chymist Advancement Table
Extracts Per Day
Experience Points
Level Hit Dice Title 1 2 3 4 5 6 Special
Required
1st 0 1d4 Mixer 1 - - - - - Bomb 1d6
2nd 2,000 2d4 Mingler 2 - - - - - Poison use, Discovery
3rd 4,000 3d4 Combiner 3 - - - - - Bomb 2d6
4th 8,000 4d4 Aggregator 3 1 - - - - Discovery
5th 15,000 5d4 Compounder 4 2 - - - - Bomb 3d6
6th 30,000 6d4 Fusionist 4 3 - - - - Discovery
7th 45,000 7d4 Arranger 4 3 1 - - - Bomb 4d6
8th 65,000 8d4 Composer 4 4 2 - - - Discovery
9th 90,000 9d4 Chymist 5 4 3 - - - Bomb 5d6
Death Magic,
Petrification, Rod, Staff,
Level Paralyzation, Spell
Polymoprh Wand Breath
Poison
1-3 10 12 14 16 15
4-6 9 11 12 15 13
7-9 7 10 11 13 11
10-12 6 9 10 12 10
13-15 5 8 8 11 7
16-18 4 7 6 9 7
19+ 2 3 4 7 5
Note: If using the 0E retro-clone that uses a single saving throw, it starts at 15 at 1 st level and decreases by
1 per level until reaching 3.
The Original Edition Chymist Skills Table
Read
Level ID Potions Open Locks Traps Brew Potions Use Magic Device
Languages
1st 30% 5% 10% 50% 5% 5%
2nd 35% 10% 15% 55% 10% 10%
3rd 40% 15% 20% 60% 15% 15%
4th 45% 20% 25% 65% 20% 20%
5th 50% 25% 30% 70% 25% 25%
6th 55% 30% 35% 75% 30% 30%
7th 60% 35% 40% 80% 35% 35%
8th 65% 40% 45% 85% 40% 40%
9th 70% 45% 50% 90% 45% 45%
10th 75% 50% 55% 95% 50% 50%
11th 80% 55% 60% 100% 55% 55%
12th 85% 60% 65% 105% 60% 60%
13th 90% 65% 70% 110% 65% 65%
14th 95% 70% 75% 115% 70% 70%
15th 100% 75% 80% 120% 75% 75%
16th 105% 80% 85% 125% 80% 80%
17th 110% 85% 90% 130% 85% 85%
18th 115% 90% 95% 135% 90% 90%
19th 120% 95% 100% 140% 95% 95%
20th 125% 99% 105% 145% 100% 99%
The Basic and Expert Edition Chymist Advancement Table
Extracts Per Day
Experience Points
Level Hit Dice Title 1 2 3 4 5 6 Special
Required
1st 0 1d4 Mixer 1 - - - - - Bomb 1d6
2nd 2,000 2d4 Mingler 2 - - - - - Poison use, Discovery
3rd 4,000 3d4 Combiner 3 - - - - - Bomb 2d6
4th 8,000 4d4 Aggregator 3 1 - - - - Discovery
5th 15,000 5d4 Compounder 4 2 - - - - Bomb 3d6
6th 30,000 6d4 Fusionist 4 3 - - - - Discovery
7th 60,000 7d4 Arranger 4 3 1 - - - Bomb 4d6
8th 125,000 8d4 Composer 4 4 2 - - - Discovery
9th 250,000 9d4 Chymist 5 4 3 - - - Bomb 5d6
10th 375,000 9d6+2 Chymist 5 4 3 1 - - Discovery
11th 500,000 9d6+4 Chymist 5 4 4 2 - - Bomb 6d6
12th 625,000 9d6+6 Chymist 5 5 4 3 - - Discovery
13th 750,000 9d6+8 Chymist 5 5 4 3 1 - Bomb 7d6
14th 875,000 9d6+10 Chymist 5 5 4 4 2 - Discovery
15th 1,000,000 9d6+12 Chymist 5 5 5 4 3 - Bomb 8d6
16th 1,125,000 9d6+14 Master Chymist 5 5 5 4 3 1 Discovery
16th 1,250,000 9d6+16 Master Chymist 5 5 5 4 4 2 Bomb 9d6
18th 1.375,000 9d6+18 Master Chymist 5 5 5 5 4 3 Discovery
19th 1,500,000 9d6+20 Master Chymist 5 5 5 5 5 4 Bomb 10d6
20th 1,625,000 9d6+22 Grandmaster Chymist 5 5 5 5 5 5 Grand Discovery
Death Magic,
Petrification,
Level Paralyzation, Rod, Staff, Wand Spell
Polymoprh Breath
Poison
1-3 10 12 14 16 15
4-6 9 11 12 15 13
7-9 7 10 11 13 11
10-12 6 9 10 12 10
13-15 5 8 8 11 7
16-18 4 7 6 9 7
19+ 2 3 4 7 5
The Basic and Expert Edition Chymist Skills Table
Read
Level ID Potions Open Locks Traps Brew Potions Use Magic Device
Languages
1st 30% 5% 10% 50% 5% 5%
2nd 35% 10% 15% 55% 10% 10%
3rd 40% 15% 20% 60% 15% 15%
4th 45% 20% 25% 65% 20% 20%
5th 50% 25% 30% 70% 25% 25%
6th 55% 30% 35% 75% 30% 30%
7th 60% 35% 40% 80% 35% 35%
8th 65% 40% 45% 85% 40% 40%
9th 70% 45% 50% 90% 45% 45%
10th 75% 50% 55% 95% 50% 50%
11th 80% 55% 60% 100% 55% 55%
12th 85% 60% 65% 105% 60% 60%
13th 90% 65% 70% 110% 65% 65%
14th 95% 70% 75% 115% 70% 70%
15th 100% 75% 80% 120% 75% 75%
16th 105% 80% 85% 125% 80% 80%
17th 110% 85% 90% 130% 85% 85%
18th 115% 90% 95% 135% 90% 90%
19th 120% 95% 100% 140% 95% 95%
20th 125% 99% 105% 145% 100% 99%
Potion Material Cost Difficulty Extra-Healing 400 (4,000) -25%
(Total) Modifier Flying 500 (5,000) -25%
Antidote (1 HD Poisons) 100 (100) +50 Glibness (Philtre) 500 (5,000) -25%
Bug Repellant 100 (100) +50 Giant Strength (Frost) 600 (6,000) -25%
Love 300 (300) +50 Oil of Acid Resistance 500 (5,000) -25%
Minor Healing 100 (100) +50 Oil of Sharpness, +3 300 (3,000) -25%
Rainbow Hues 200 (200) +50 Oil of Slipperiness 400 (4,000) -25%
Ventriloquism 200 (200) +50 Oil of Timelessness 500 (5,000) -25%
Sweet Water 200 (200) +50 Persuasiveness (Philtre) 400 (4,000) -25%
Agility / Fortitude 500 (1,000) +25 Super-Heroism 450 (4,500) -25%
Antidote (3 HD Poisons) 200 (400) +25 Undead Control (Ghoul/Ghast) 500 (5,000) -25%
Animal Control 250 (500) +25 Water Breathing 400 (4,000) -25%
Beauty (Philtre) 250 (500) +25 Antidote (All Poisons) 400 (8,000) -50%
Clairaudience 250 (500) +25 Dragon Control (Specific Type) 500 (10,000) -50%
Fire Resistance 250 (500) +25 Fiery Burning (Oil) 500 (10,000) -50%
Giant Strength (Hill) 500 (1,000) +25 Freedom 500 (10,000) -50%
Growth 250 (500) +25 Giant Control (Frost/Fire) 500 (10,000) -50%
Healing 200 (400) +25 Giant Strength (Fire) 650 (13,000) -50%
Levitation 250 (500) +25 Human Control 500 (10,000) -50%
Oil of Sharpness, +1 100 (200) +25 Longevity 500 (10,000) -50%
Plant Control 250 (500) +25 Luck 600 (12,000) -50%
Polymorph Self 200 (800) +25 Merging 500 (10,000) -50%
Undead Control Oil of Etherealness 600 (12,000) -50%
250 (500) +25
(Skeleton/Zombie)
Oil of Sharpness, +4 400 (8,000) -50%
Antidote (5 HD Poisons) 200 (1,000) 0
Undead Control
600 (12,000) -50%
Clairvoyance 300 (1,500) 0 (Wraith/Spectre/Shadow)
Climbing 300 (1,500) 0 Giant Control (Cloud) 600 (18,000) -75%
Diminution 300 (1,500) 0 Giant Strength (Cloud) 700 (21,000) -75%
Fire Breath 400 (2,000) 0 Oil of Disenchantment 500 (15,000) -75%
Gaseous Form 300 (1,500) 0 Oil of Sharpness, +5 500 (15,000) -75%
Giant Control (Hill/Stone) 400 (2,000) 0 Sovereign Glue 1,000 (30,000) -75%
Giant Strength (Stone) 550 (2,750) 0 Treasure Finding 600 (18,000) -75%
Health 350 (1,500) 0 Undead Control (Ghost/Vampire) 700 (21,000) -75%
Heroism 300 (1,500) 0 Ultimate Solution 1,000 (30,000) -75%
Invisibility 250 (1,250) 0 Ambrosia 500 (20,000) -100%
Invulnerability 350 (1,750) 0 Dragon Control (Good/Evil) 1,000 (50,000) -100%
Life 250 (1,250) 0 Giant Control (Storm) 900 (45,000) -100%
Oil of Sharpness, +2 200 (1,000) 0 Giant Strength (Storm) 750 (35,000) -100%
Speed 200 (1,000) 0 Oil of Elemental Invulnerability 1,000 (50,000) -100%
Vitality 300 (1,500) 0 Oil of Impact 750 (35,000) -100%
Antidote (7 HD Poisons) 300 (3,000) -25% Oil of Sharpness, +6 600 (30,000) -100%
ESP 500 (5,000) -25% Youth 500 (25,000) -100%
Sample Chymists
Linaria, 2nd level Halfling Chymist
Str 9 Int 16 Wis 9 Dex 18 Con 16 Cha 13, hp 13
The lower level characters are generally meant to be
possible henchmen or hirelings or people encountered in Skills: IDP: 35%+5%+10% OL:10%+5% F.RT:
dungeons as part of rival parties. 30% BP: 55% RL: 10% UMD: 10%
Skills: IDP: 30%+5% OL:5%+5% F.RT: 20% BP: Mutagenic Form: None (+2 bombs, +1 extract per
50% RL: 5% UMD: 5% extract level per day)
Extracts Known (1 1st level per day): Discovery: Bombadier (2 extra bombs per day)
1st: Comprehend Languages, Cure Light Wounds
Halfling chymists are not as rare as you might think,
Bombs: 1 per day, 1d6 each given that cooking, brewing, and baking are popular
pursuits. A young halfling lady with curly brown hair
Mutagenic Form (1 Hour): AC 5(15), hp 11 and greens, Linaria also shares her people's love of
culinary treats and hopes to produce magical ones,
Teora is of average height and has glossy curly black She also loves throwing things.
hair worn to her shoulders. Her appearance is
striking, but is offset by her no-nonsense Divad Nabren, 7th Level Human Chymist
personality. Str 8 Int 18 Wis 10 Dex 17 Con 16 Cha 13; hp 35
She has little interest in adventuring, but does so Skills: IDP: 35%+5%+10% OL:10%+5% F.RT:
occasionally to fund her research. 30% BP: 55% RL: 10% UMD: 10%
Herga, 2nd Level Half-Orc Chymist Extracts Known (4/3/1 per day):
Str 16 Int 15 Wis 9 Dex 16 Con 17 Cha 6, hp 14
AC 6(14) (Leather, -2 Dex) AL N 1st: Comprehend Languages, Change Self, Cure Light
Wounds, Identify, Run, Shield
Skills: IDP: 35% OL:10%+5% F.RT: 30% BP: 2nd: Esp, Invisibility Slow Poison
55% RL: 10% UMD: 10% 3rd: Cure Disease
Extracts Known (2 1st level per day): Bombs: 7 per day, 4d6 damage
1st: Change Self, Cure Light Wounds, Shield
Mutagenic Form: AC 2 (5-3 Dex), hp 72, Str 19
Bombs: 2 per day, 1d6 each
Discoveries: Stress Induced Transformation,
Mutagenic Form (2 Hour): AC 5(15), hp 21, Cha Strong Mutagenic Form x2
18
A mild mannered, likable middle aged man, Divad
Discovery: Beautiful Mutagenic Form (18 Cha in uses his chymist abilities to help and cure people.
mutagenic form, +1 hour duration) Unfortunately, trouble always seems to follow him
and he's forced to wander from town to town.
Herga is a large, big boned woman with a rather flat
face and stringy brownish hair. She despises her
appearance and lives to use her mutagenic potion to
transform into the still large but beautiful Aminda
(as she dubs her mutagenic form), where she prowls
the streets and bars for men. Outwardly she enjoys
their horrified reaction the next morning, but inside
it hurts and she longs for the day she can spend her
whole life as Aminda.
Uncommon Potions Notes:
The potions are found in the 3rd volume of the magic
compendium released in the 2e era and This is an adaption of the Alchemist class from the
encompasses some potions from other sources 3.75 edition of the game. I changed the name to
“Chymist” because it doesn't fit the original old
Agility – The imbiber's dexterity increases to 18
school alchemist archetype and should be seen as a
Antidote – This provides a +2 bonus to poison different, more mad scientist, more adventurous
saves and limited immunity to poison while in effect form.
based on the potency of the potion. The potency
ranges from 3 HD monster poison, 7 HD monster If you want that sort, there was a writeup in the
poison (including most poison potions and poison official magazine and more recently, Charles Rice
traps), 15 HD monster poison, and most potent, all created one for his old school magic supplement for
poisons. 1st edition that is quite nice and what I use in my
game, though with some modifications and so I'll
Ambrosia – This is a potion of limited immortality, probably publish mine eventually.
at least to regards to age. While the potion is in
effect (1-4 years) the drinker does not age either Conversion wise, I stuck pretty close to the class in
naturally or magically (though spell use or monster terms of its bomb and extract (spell) abilities, but
attacks) went rather different on the mutagenic form
Blending – The imbiber may change colors, giving
him a chameleon effect that makes him 90% At first glance it's too powerful. But the bombs don't
undetectable do all that much damage compared to a fireball and
have a limited range in both area of effect and how
Bug Repellant – Small bugs cannot touch the far away the chymist can hit.
drinke rand larger ones must make a saving throw
vs spells to do so. And thief abilities? Isn't that too much. Maybe, but it
Elasticity – For one turn (10 rounds or ten minutes) fits the idea of a mad scientist who knows some
the imbiber may stretch himself (and equipment) up mechanics.
to 30'. While elastic, the user may not cast spells but
only takes half damage from blunt weapons It's also an interesting jack of all trades character. It
can server as a thief/rogue, healer, and does
Fortitude – The imbiber's constitution increases to damage at a distance. And if necessary, can turn into
18, possibly granting him additional temporary hit a beast for melee.
points. Any damage taken while under the influence
is applied to those temporary hit points first
Freedom – The drinker is immune to paralysis and Credits:
hold spells (and similar effects)
PC15 - Old School Rules Chymist is copyright
Luck – The consumer may choose one result of a 2018 by Jeremy Reaban
dice roll (to hit, damage, skill) within one hour of
drinking the potion. This does not apply to GM rolls, Cover is stock art by Matt Morrow from Purple Duck
only player Games used under license. There's a surprisingly few
Minor Healing – Heals only 1d4 hit points of stock art pictures of alchemists.
damage.
Based on the Alchemist and Master Chymist classes
Potion Cost Multiplier (if special ingredient must from the 3.75 Edition, which in turn seems to owe
be bought) some to Robert Louis Stevenson. The brewing potion
system is inspired by the original one and Len
Difficulty Modifier Cost Multiplier
Lakofka's breakdown of potions for his alchemist
+50 1x class in issue #45 of the official magazine. I used 7
+25 2x categories instead of 4 and my own categorization,
but he had the idea first.
0 5x
-25% 10
-50% 20x
-75% 30x
-100% 50x
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