Alchemical Items

Utilizing alchemical principles unique to each alchemist, some have been known to create items that act like arcane items. These items tend to be bulkier, they often require catalyst charging chambers, electrolytic balance gauges, and discharge manifolds that all require continual tinkering and refining.

All Alchemical Items require two body slots. Being held in a hand counts as one slot. Any Magical Item that cannot be “worn” cannot be turned into an Alchemical Item.

All Alchemical Items weigh as much as the Magic Item they imitate, or 5 pounds, whichever is heavier.

All Alchemical Items have fragile parts. They are Hardness = 1/2 Alchemist’s Level, and Hit Points = 2 x Alchemist’s Level. If an Alchemical item is broken it cannot be repaired until the Alchemist’s next Maintenance.

All Alchemical Items require continual tinkering and Maintenance. Every morning an Alchemist may repair and activate a limited number of Alchemical Items. This takes a single hour. Alchemists do not require Tools for Maintenance.
At level 5 an Alchemist can activate and maintain 2 Alchemical Items.
At level 8 an Alchemist can activate and maintain 3 Alchemical Items.
At level 13 an Alchemist can activate and maintain 4 Alchemical Items.
At level 18 an Alchemist can activate and maintain 5 Alchemical Items.

All Alchemical Items “run down” 24 hours after Maintenance and no longer operate. Unlike some casters, Alchemists cannot perform Maintenance a second time within 24 hours, as they need time for reagents and charging cells to clear.

Alchemists can “loan” Alchemical Items to another characters. Proper use of Alchemical Items by a non-Alchemist requires a Use Magic Device check. Items that do not “activate” require only one initial check when the item is equipped.
On a failed Use Magical Device check Alchemical Weapons count as Broken while equipped, and have no enhancement bonus.
On a failed Use Magical Device check Alchemical Armour has an additional -5 Armour Penalty and has no enhancement bonus.

Feats

Create Alchemical Wonders
You can create Alchemical wondrous items, a type of magic item.
Prerequisite: Alchemist level 5th.

Benefit: You can create a wide variety of Alchemical wondrous items. Crafting an Alchemical wondrous item requires Alchemical Tools and takes 1 day for each 1,000 gp in its price. To create an Alchemical wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.

The Alchemist can have a 3rd party cast the required Wizard/Sorcerer spell 1/day during item creation. Alchemists cannot create items that require spells not on the Wizard/Sorcerer list.

Craft Alchemical Arms and Armour
You can create Alchemical armour, shields, and weapons.
Prerequisite: Alchemist level 7th.

Benefit: You can create Alchemical weapons, armour, or shields. Enhancing a weapon, suit of armour, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armour, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.

The weapon, armour, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

Craft Alchemical Wand
You can create Alchemical wands.
Prerequisite: Alchemist level 7th.

Benefit: You can create a wand of any 4th-level or lower Arcane Wizard/Sorcerer spell that you can have someone cast during creation. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Magic Items for more information. Wands still require maintenance, however maintenance does not effect the Wands charges.

Craft Alchemical Rod
You can create Alchemical rods.
Prerequisite: Alchemist level 11th.

Benefit: You can create Alchemical rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.

Craft Alchemical Staff
You can create Alchemical staves.
Prerequisite: Caster level 11th.

Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Magic Items for more information.

Examples of Alchemical Items

Alchemical Items

Heirs of the Stolen Lands Waiwode