"The ancient study of alchemy is concerned with
making the Philosopher's Stone, a legendary substance
with astonishing powers. The Stone will transform any
metal into pure gold. It also produces the Elixir of Life,
which will make the drinker immortal."
—An unknown book
Alchemist
Abilities – Constitution is the most important of all the attributes, as your character will become more are more frail with each level he takes. A high Intelliegence synergizes with the class focus on Transfiguration and Potionmaking. Wisdom and Charisma are casting stats for all wizards, and thus cannot be neglected.
Requirements
To become an Alchemist a character must fulfill the following criteria.
Skills: Charms 12 Ranks, Knowledge (Charms) 12 ranks, Knowledge (Herbology) 12 ranks, Knowledge (Magical Creatures) 8 ranks, Knowledge (Transfiguration) 12 ranks, Potionmaking 12 ranks, Transfiguration 12 ranks,
Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Potionmaking)
Hit Die – d6
Class Skills
The Alchemist's class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier
Alchemist
Class Features
Spoiler
The Philosopher's Stone: The goal of every Alchemist. A substance of great magic and power which will ultimately grant its user both nigh unlimited wealth and immortality. In the beginning of his quest, an alchemist constructs a prototype of the Philosopher's Stone, and improves upon it as he delves deeper into his studies. The Philosopher's Stone produces an Elixir, whose properties are determined according to the stone's power. Also the stone may have other properties which may add to the Alchemist's spellcasting power.
The Elixir which provides a variety of effects. When someone drinks of the Elixir, they automatically take 1 point of constitution Damage and makes a Fortitude Save against DC 10. If the character fails, they take another point in constitution damage. One point of this Consitution damage is healed in 24 hours, with no other way of healing this particular. If the Stone produces a second Elixir is produce or a character who drank of it once takes it a second time, even from another source, within 24 hours, there is 2 points of constitution loss, with another Fortitude Save against DC 11, which will result in another 2 points damaged. If the Elixir is produce or taken a third time in 24 hours, 3 points of constitution loss, Fortitude Save of DC 13, and so on.
It takes a DC 25 Potionmaking, Transfiguration and Charms Check in succession to Create the Elixir. Also needed is a functioning cauldron, a fire, extensive potions ingredients and one hour of preparation to create. If one of these checks fail, then a faulty Elixir is produced, which will only cause the constitution damage and Fortitude saves, and no benefits. This counts as production of one Elixir in twenty-four hours. Unlimited Elixirs may be produced in this fashion.
All the Elixir's effects last for 24 hours.
The Philosopher's Stone, Flawed: Produces an Elixir which automatically stabilizes a dying character. This may be used any number of times per day.
The Philosopher's Stone, Developing: The Elixir grants its drinker the Diehard Feat. At this time, the Philosopher Stone starts granting its wielder special powers. By investing skill points in the stone, the stone grants the wielder additional bonuses. For every 3 points invested, the wielder gets a +1 bonus to either Charms, Transfiguration and Potionmaking as long at the stone is used as a focus. The total number of skill points that may be invest 3 x Alchemists class level.
The Philosopher's Stone, Stable: The Philosopher's stone may now be used as a focus for the Alchemist's transfigurations. The Alchemist may now use the stone to grant permanent animation to objects. With the stone in his possession, an alchemist is treated as if he had the Craft Construct Feat.
The Philosopher's Stone, Emergent: The Elixir grants its drinker immunities to poison, disease, Ability damage and drain (outside of the Elixir, and other voluntary acts done by the drinker, i.e. rituals, blood prices and getting drunk)
Philosopher Stone, Imperfect: Swift Transfiguration, Swift Charms. Using the stone as a focus, the alchemist may cast a Transfiguration or Charm as a swift action at +10 to the DC. Each use of this ability costs the Alchemist one hit point/5 DC of the spell, which is unable to heal and remains lost for 48 hours. Quick Potionmaking. Using the Philosopher's stone as a catalyst, an alchemist may add +15 DC to potion he is Brewing and cut the time to brew it to 1/4 of the original time. As a catalyst, the stone is not affected by the potion, but it may not be used for any other purpose during this time, including the production of the Elixir.
Philosopher Stone, Perfect: Elixtir of Life. Halts all aging penalties, grants +4 to each Intelligence, Wisdom and Charisma, and +5 to Charms, Transfiguration and Potionmaking. The Philosopher's stone can now transfigure and transform another object into Gold, or another precious metal as desired, permanently. This is a base 65 Transfiguration. The Transfiguration is taxing on the body and which causes 20 points of damage which unable to be healed and remains lost for 48 hours.
Seduction of Immortality: Anyone who sips from the Elixir of life, even an imperfect one, feels the rush of its power. Everyone who tastes it becomes the obsessed with it. Ironically, those most powerful are most vulnerable, since it is within there power to create or steal a Philosopher's stone. Anyone who drinks it, even once, must make a will save of 10 + 1/2 character level + Alchemist Class level + Int score, at every level or else they must to take a level in the Alchemist Class.
Also, if a drinker of the Elixir of Life finds an opportunity to discover or find information about alchemy, a Philosopher's Stone, immortality or mastery of death arises, the same will save must be made or else the Alchemist must vigorously pursue it, even at hazard of others lives and safety. Another will save may be attempted once per hour, and an additional time after (not during or before) an encounter which jeopardizes them self (not others).
The Price
The Philosopher's Stone is produced in a week long ritual requiring a fully equipped and stocked potions lab, and a setting fitted for a weeks worth of isolated and quiet work. With all Rituals, a permanent and indelible sacrifice must be made, where the price may never be given back. The ritual, a sacrifice of blood must be made by the alchemist himself, no substitute can be had. This results in a permanent loss of 1 point of constitution. Also a large quantity of materials must be used to produce the Stone, including gold itself. The total cost of the ritual comes to 100 Galleons. The ritual must be performed each time a Philosopher's stone is created, and for each increase in the Stone's power at levels 3, 5, 6, 8 and 10.