Disclaimer: This belongs to the companies that hold their copyright. Unlike other things on this blog- this is not free for use. I was just seeing if I could design within the boundaries of a series. This is a work in progress.
Full Metal Alchemist D20
“Amestris is a unitary State, with a Parliamentary Republic type of Government. The Head of State is the Commander-in-Chief of the Army, titled as "Führer" (Daisoutou from the Japanese), who concentrates the ranks of President and Prime-Minister of the country. He also controls the Parliament.
The country is composed by several nations, quite diverse in culture and religion amongst themselves. The administrative regions of the country seem to reflect those differences. The country being divided in 5 provinces: South Area, West Area, North Area, East Area and Central Area”.
+2 to one ability score
The people of Amestris as varied as they are numerous and it's rare to see any two with the same strengths or weaknesses.
Bonus Feat Amestris humans gain one extra feat at 1st level to represent their diversity.
Greed Amestrians receive a +2 racial bonus on Appraise skill checks made to determine the price
of non-magical goods.
Languages Amestrians start play speaking Amestris one other language of their choice. Amestrians with high intelligence scores can chose any language they want. (except for secret languages such as Ancient Ishbalan)
“The Ishbalans are a religious people, characterized by their brown skin and red eyes. The majority of their population were slaughtered by the State Military during the Ishbalan Civil War. The few survivors live as criminals and refugees in various slums across the country, usually leaping at the opportunity to fight against Amestrians.”
+2 Constitution, +2 Wisdom, -2 Charisma
Ishbalans are a strong race with a strict adherence to the religious centers of their communities. They are generally wise beyond their years, though a stigma against them has put them at odds with the majority of the population in Amestris.
Hatred Ishbalans receive a +1 bonus on attack rolls against Amestrians due to special training against these hated foes.
Religious Ishbalans receive a +2 racial bonus on Religion skill checks made in relationship to their own religion and can make checks untrained in it.
Ishbalans start play speaking Amestris and Ishbalan. Ishbalans with high intelligence scores can chose from the following: Xing, Ancient Ishbalan, or Sign Language.
“Xing, a country far away from Amestris. Its people are Asian in appearance, and are split into fifty clans under the rule of a single emperor. The emperor has fathered a prince or princess for each of the fifty families.”
+2 Dexterity, +2 Intelligence, -2 Constitution
Those from Xing tend to be well-educated and their slight stature allows them to employ much more nimble movements than those in Amestris.
Keen Senses Characters from Xing receive a +2 racial bonus on Perception skill checks.
Keen Senses Characters from Xing receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity Characters from Xing are proficient with and treat any weapon with the word “Xing” in its name as a martial weapon.
“Homunculus (Latin for "Little Human", plural Homunculi) refers to the mythological concept of an artificially created human, presumably brought into existence by way of alchemy. Though a common concept, well known and understood by alchemists in Amestris, the idea of homunculi is regarded as no more than a farce or faraway fantasy as no individual or group of alchemists has come anywhere close to successfully creating such a being in officially recorded history. Even so, alchemists have been forbidden by the Amestrian government to attempt or research in the transmutation of humans and State Alchemists have such a restriction as part of their creed.”
Level Adjustment +4
Alchemical Regeneration The philosopher stone at the heart of a Homunculi can regenerate wounds very quickly. So long as the stone is in it's chest it continually allows a Homunculi to cast “Alchemical Regeneration” at will as a standard action. In addition, a Homunculi is immune to bleed damage.
“An Alchemist is one of the many remarkable individuals capable of studying and practicing alchemy. As the craft of alchemy requires a full understanding of chemistry and ancient alchemical theory, alchemists are closer to scientists than magicians, but the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy so not all people can become competent alchemists merely by studying.
Though essentially scientists, alchemists' abilities are incredibly practical and can be applied to the simple enhancement of normal life in the form of quick, relatively effortless repair of objects that ordinarily take a good deal of time and energy to fix. As such, alchemists are revered as productive members of society and hold the concept of “Be Thou For The People” as their unofficial credo. This creed dictates that alchemists use their abilities for the good of the public rather than for personal gain or political reasons, a creed generally rejected by alchemists who opt for government licenses and funding as State Alchemists.
Despite their obligation to the people, alchemists are also careful to keep the secrets of their research out of the hands of the general public so as to prevent abuse of that knowledge and power by those with less-than-noble intentions. As such, alchemists generally keep their research notes coded so that only they - or other like-minded alchemical geniuses - may understand them.”
Hit Die d6
The Alchemists class skills are:
Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Alchemy) (Int), Profession (Wis), Transmutation Circles (Int)
Skill Ranks per Level
2 + Int Modifier
All of the following are class features of the Alchemist:
Weapon and Armor Proficiency Alchemists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a Alchemist's gestures, which can cause her transmutations with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder Core Rulebook).
Alchemy An Alchemist casts transmutation spells drawn primarily from the Alchemist's spell list late in this document. They can use any spell they know without preparing it ahead of time. To
learn or cast a spell, an Alchemist must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the Alchemists' Intelligence modifier.
Due to the stress on their bodies, an Alchemist can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given below. In addition, they receive bonus spells per day if she has a high Intelligence score.
An Alchemist's selection of spells is extremely limited. An Alchemist begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new Alchemist level, they gain one or more new spells, as indicated on the Table below. (Unlike spells per day, the number of spells an Alchemist
knows is not affected by her Intelligence score) These new spells can be common
spells chosen from the Alchemist's spell list, or they can be unusual spells that the Alchemist has gained some understanding of through study.
Unlike a other spell casting classes in some d20 games, an Alchemist need not prepare their spells in advance. They can cast any spell they knows at any time, assuming they have not yet used up their spells per day for that spell level.
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five Alchemist levels you possess to a maximum of +5 at 20th level. At 20th level, this bonus applies to two physical ability scores of your choice.
Alchemical Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Alchemical Power (Ex) At 15th level, the DC for any Alchemical Spells you cast increases by +4. This bonus stacks with the bonus granted by Spell Focus.
The Truth (Ex) At 10th level, you've reached the zenith of your alchemical research and have come across a great truth. You can select one of the following:
Having witnessed the Truth of the Gate though one fashion or another you are able to decode the information given to you there. This results in a +10 bonus to Transmutation Circles (Int) checks.
Homunculi Racial Class
(L5) Alchemical Regeneration 2d8
(L10) Alchemical Regeneration 3d8
(L15) Alchemical Regeneration 4d8
(L20) Alchemical Regeneration 5d8
School Alchemy (healing)
Casting Time 1 Standard Action
Target Living creature touched
Saving Throw Fortitude negates (harmless); Spell Resistance
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even head), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round. Regenerate also cures 1d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).
Knowledge (Alchemy) (Int) [Use to be Arcana]
Transmutation Circles (Int) [Use to be Use Magic Device]