Alchemist

The Alchemist is a Premium class introduced in U45 (Feb 2020). It is a full spell-casting class, based on the Alchemist Savant prestige class from the Magic of Eberron PnP sourcebook.

The Alchemist casts spells in a different manner from other classes and has unique spell book with 90+ spells. As Intelligence-based prepared casters, Alchemist's spells are subject to Arcane Spell Failure. When not casting, the Alchemist is designed as a range-throwing hybrid. The Alchemist has the following key features:
 * Flask-Throwing
 * Elemental Damage
 * Poisoned Weapons
 * Healing
 * Party member buffs, with powerful short-term effects
 * Unique spells not available to other classes

The Alchemist is free to VIPs and can be purchased in the DDO Store for

Alchemists can purchase Alchemical recipes at the arcane scroll vendor in the House of Wizardry in House Jorasco.

Class Summary
Alignment: Any

Hit dice: d4

Weapon and Armor Proficiencies



 * Feat simpleweaponproficiency.png‎
 * Simple weapons
 * }

Past Lives
TBD.

Passive: +1 Transmutation DC; +20 Spell Points

Active: +1 UMD and a 1/rest clickie that replenishes Spell Points (based on character level - 160 SP (maybe 165?) at level 30)

Prestige Enhancements

 * Apothecary enhancements - buff, support, positive healing, and negative damage. Tier 5 (Heal admixture as AoE, instakill, sleep).
 * Bombardier enhancements - spell DPS, SLAs, bonuses with Pyrite reactions
 * Vile Chemist enhancements - poisons and debuffs: poison damage on weapon damage (like EK); weapon bonuses to simple weapons; cone spells with lingering poison damage. Tier 5: extra threat with Darts

Alchemist Class Feats
Alchemists get a bonus feat every 4th level:
 * Accelerate Spell (requires Alchemist level 8)
 * Empower Healing Spell
 * Empower Spell
 * Enlarge Spell
 * Eschew Materials
 * Extend Spell
 * Heighten Spell
 * Maximize Spell
 * Mental Toughness
 * Quicken Spell
 * Improved Mental Toughness
 * Precision
 * Precise Shot
 * Quick Draw
 * Rapid Shot
 * Shot on the Run
 * Dodge
 * Mobility
 * Point Blank Shot
 * Simple Thrown Expertise: You are skilled with the use of the Simple Throwing Weapons, and have a chance to throw an additional one per throw (Percent chance to throw an additional projectile is equal to your Dexterity) (requires Dex 13+)
 * Alchemical Studies - Pyrite: +1 Caster level with spells that match either of the two colors in your study (1st Acquisition requires Alchemist 4; 2nd Acquisition requires Alchemist 16)
 * Alchemical Studies - Verudite: +1 Caster level with spells that match either of the two colors in your study (1st Acquisition requires Alchemist 4; 2nd Acquisition requires Alchemist 16)
 * Alchemical Studies - Orchidium: +1 Caster level with spells that match either of the two colors in your study (1st Acquisition requires Alchemist 4; 2nd Acquisition requires Alchemist 16)
 * Battalion Brew: Int to hit and damage with Simple weapons (requires Alchemist 4)
 * Liquid Courage: You can use INT for Will saves (requires Alchemist 8; mutually exclusive with Tough Tincture)
 * Tough Tincture: You can use INT for Fort saves (requires Alchemist 8; mutually exclusive with Liquid Courage
 * Toxic Tonic: You are immune to Poison damage and get bonus saves versus poisons (requires Alchemist 12)
 * Liquid Luck: You gain evasion (requires Alchemist 12)

Spells

 * An alchemist must choose and prepare their spells ahead of time (see below)
 * To inscribe, prepare or cast a spell, the alchemist must have an Intelligence score equal to at least 10 + the spell level
 * The Difficulty Class for a saving throw against an alchemist’s spell is 10 + the spell level + the alchemist’s Intelligence modifier
 * Like other spellcasters, an alchemist has a limited number of spell points and spell slots
 * Base daily allotment is given in the Advancement table (above)
 * Bonus Spell points are awarded for high Intelligence as detailed here.
 * Unlike bards and sorcerers, an alchemist may know any number of spells. They must choose and prepare their spells ahead of time by resting at a rest shrine or being in a tavern - While resting, an alchemist should decide which spells to prepare
 * All Alchemist spells have Somatic components and invoke Arcane Spell Failure. Some spells have material components - Alchemists have their own Material Components, distinct from those of other classes
 * n.b. When developing an alchemist character, please note that certain spells cannot be bought at vendors - they can only be obtained through purchase at the Auction House, finding a scroll or spell selection upon levelling up
 * See also spell usefulness

Alchemist Spell Primers & Reactions
Every Alchemist spell is part of one of three Primer Categories: Using spells with different Primers in succession causes one of the following Reactions: The game remembers the current Reaction as well as the Primer of the last spell cast. In short, the last two Alchemist spells you cast determine your Reaction, for example: Each Reaction provides a different effect and the Enhancement Trees hook into them significantly: On changing Reaction, the Alchemist receives a large bonus, for 12 seconds, corresponding to the Reaction they moved to: With some exceptions, the following applies: In summary, using spells with different Primers in succession causes a Reaction. Enter a reaction state, provides a short-term buff (12s) and a long-term buff (permanent until leaving the reaction state). An alchemist remains in a reaction state, as long as they only cast spells from the two triggering primers. The effects of a reaction can be increased by spending points in the Alchemist enhancement trees.
 * Crimsonite
 * Gildleaf
 * Cerulite
 * Verdanite
 * Orchidium
 * Pyrite
 * Using a Crimsonite spell then a Gildleaf spell will put the Alchemist into Pyrite</b> state (with a sub-state listing of Gildleaf</b>, for the last spell cast)
 * Casting Crimsonite</b> or Gildleaf</b> spells while in Pyrite</b> will keep the Alchemist in Pyrite</b> (but will change the sub-state to Gildleaf</b> or Crimsonite</b>)
 * Casting a Cerulite</b> spell, would remove the Alchemist from Pyrite</b> state and change the Primer to Cerulite</b>.
 * Pyrite</b> Reaction: +2 Fire, Cold, Electric, Acid, and Poison Spell Power per Alchemist Level. (+40 at Alchemist Level 20)
 * Verdanite</b> Reaction: +2 Positive and Negative Spell Power per Alchemist Level (+40 at Alchemist Level 20)
 * Orchidium</b> Reaction: +2 Physical Resistance Rating per Alchemist Level (+40 at Alchemist Level 20)
 * Pyrite</b> Reaction: Fire, Cold, Electric, Acid, and Poison Spellpower equal to (10 + (Alchemist Level x 4)) and a -20% Enhancement Bonus to Spell Point Cost.
 * Verdanite</b> Reaction: Positive and Negative Spellpower equal to (10 + (Alchemist Level x 4)) and Transmutation and Conjuration DCs equal to (1 + 1 for every 5 Alchemist Levels).
 * <b style="color:purple">Orchidium</b> Reaction: Physical Resistance Rating and Elemental Resistance equal to (10 + (Alchemist Level x 3)).
 * <b style="color:red">Crimsonite</b> spells relate to Elemental and Poison damage (fire cold acid electric and poison) and melee/ranged imbues
 * <b style="color:#CCCC00">Gildleaf</b> spells relate ton Positive and negative healing/damage, Crowd Control, and Debuffs
 * <b style="color:blue">Cerulite</b> spells relate to Defensive abilities and mitigation, buffs, and utility spells