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Heroes of Fantasy
The Best of the Mongoose Power Class Collection
August Hahn, Tim Hitchcock, Joseph Miller, Ian Sturrock,
John Thompson, Paul Tucker & Patrick Younts
Contents
Credits
Editor
Ted Chang
2 Introduction
3 Alchemist
11 Artificer
18 Assassin
25 Avenger
31 Cabalist
39 Charismatic
45 Crusader
50 Eldritch Vampire
56 Exorcist
64 Explorer
72 Fool
80 Gladiator
88 Hedge Wizard
96 Knight
104 Mercenary
113 Noble
120 Pirate
128 License
Illustrations
Eric Bergeron, Scott Clark,
Anthea Dilly, Marcio Fiorito,
David Griffith, Eric Lofgren,
Ralph Horsley, Patricio Soler,
Chad Sergesketter, Ronald Smith,
Ursula Vernon, Alejandro Villen
and Nathan Webb
Studio Manager
Ian Barstow
Production Director
Alex Fennell
Proofreading
Ron Bedison
Open Game Content & Copyright Information
Heroes of Fantasy ©2005 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of
this work by any means without the written permission of the publisher is expressly forbidden. Heroes of Fantasy
is presented under the Open Game and D20 Licences. See page 128 for the text of the Open Game Licence. All text
paragraphs and tables containing game mechanics and statistics derivative of Open Game Content and the System
Reference Document are considered to be Open Game Content. All other significant characters, names, places,
items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about
the Open Game Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20
System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms
of the d20 System Licence version 6.0. A copy of this Licence can be found at www.wizards.com/d20. The mention
of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
Dungeons & Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, Inc. in the United States
and other countries and are used with permission. Printed in China.
Mongoose Publishing
Mongoose Publishing, Upper Floor, 52-54 Cricklade Road, Swindon, SN2 8AF, United Kingdom
info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news.
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Alchemist
Heroes of Fantasy
Introduction
T he Power Classes series of character classes
from Mongoose Publishing are designed to
be seamlessly slotted into any fantasy-based
d20 game. Each of these Power Classes introduces
an entirely new core character class, adding a whole
new dimension to campaigns. Players will find full
details on how to use the new character classes,
greatly increasing the wealth of options they are
presented with by the core rulebooks, while Games
Masters will revel in the wide variety of new classes
they have at their disposal for Non-Player Characters
in their campaigns.
Any player intending to play one of the new Power
Classes should read through the particular section
thoroughly so as to be familiar with all the rules
required, referring to the PHB whenever directed by
the text. In particular, special note should be made
to the many new class features which will have a
direct impact on the capabilities of any character
in the game.
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Alchemist
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Heroes of Fantasy
Alchemist
I n classic terms, the art of alchemy is the transmutation
aged alchemists might be limited to hiring adventurers
but mobile devotees of the craft can easily take on the task
themselves when they must. The greatest laboratory of
all, some would say, is the world itself.
of matter through the arcane science of will. This
can be mundane, using processes such as distillation,
blending and catalysing elements, or metaphysical, using
meditations and incantations to force a change that would
otherwise never occur in the physical world. Alchemy
is best known for attempts to transform lead into gold
but this analogy is truly just a representation of what
alchemists strive for. By transmogrifying something
utterly base into the best and greatest of things, alchemy
breaks the laws of the universe and allows those with the
skill and power of the ‘true science’ to rewrite them.
Characteristics: Ask a dozen alchemists what their most
important trait is and you will receive a dozen different
answers and a hundred additional questions. It is their
struggle to understand the universe through ceaseless
inquiry that sets alchemists apart. For the truly devoted,
alchemy is not about gold or sunrods, it is the eternal
question, ‘How?’ When adventurers make camp, it is
the alchemist among them who spends his time on watch
charting stars, scraping the nearby bedrock for lime
deposits and debating the elemental nature of the universe
with the campfire. Companions might not get a lot of
sleep around an alchemist but those with enough patience
to endure his ramblings can learn a lot about reality.
Alchemy is typically a perplexing art for common folk
in a fantasy setting. In any world where the majority of
people must toil to survive, the idea of someone’s life work
being to stand around boiling liquids and talking about the
‘essense of rare matter’ is quite alien to them. Alchemists
in a fantasy world are rarely considered anything other
than strange folk with ways that set them apart from the
rest of society. Of course, this is not always the case.
The first time an invading band of humanoids is turned
aside by thunderstones and tanglefoot bags, the alchemist
responsible might find himself very popular indeed.
Alignment: Alchemists come from every walk of life and
every way of thinking. Although chaotic evil individuals
probably do not have the self-discipline to proceed far
in the craft, anything else goes. Lawful alchemists are
The Alchemist
Adventures: Alchemists are not accepted as members
of common society, which would normally suggest
they are free to live a life of adventure as they choose.
Unfortunately, the sheer weight and bulk of an alchemical
lab and the many ingredients an alchemist needs to create
his wondrous formulae makes it hard for him to move
his work into the field. While there are certainly those
who can make do with a portable kit, most alchemists
are confined to a private place away from others. The
greatest adventure for most alchemists is the one they
take in the juxtaposition of universal energies and the
really interesting green fungus they found growing on
their boot yesterday.
That is not to say alchemists never adventure. Quite to
the contrary, an alchemist can be forced to take to the road
to acquire a rare ingredient, to learn a forgotten secret of
the craft, or for the mundane reason of needing money to
fund research. Alchemists are so driven by the need to
learn that they can be rousted from their laboratories by
the mere suggestion that a lost process might be recorded
on the stone walls of a recently-discovered keep. Truly
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Alchemist
Heroes of Fantasy
generally of the camp that believes everything in the
multiverse obeys the same natural laws, while chaotic
alchemists remain convinced the only true law of
reality is that everything changes. Neutral alchemists
fall between the two camps, trying to chart the laws of
nature through their many permutations. Good and evil
are simple concerns of morality based entirely on the
alchemist himself. A large majority of alchemists tend
towards neutral.
impeded reason usually makes even learning the basics
very difficult. Of all the races, humans tend to be some of
the craft’s most exceptional followers. Human intuition,
ingenuity and versatility makes them well suited to the
class’s mystery and constant learning curve. Ultimately,
alchemy is less about race and more about the ability to
question.
Given their natural inclinations, gnomes would seem to be
very gifted alchemists. Alchemist is an additional favoured
class for gnomes. This allows a gnome character to take
levels in alchemist without disrupting the progression of
their other classes.
Religion: For an alchemist, the science of reality is their
religion. The time they dedicate to their craft leaves little
enough of their day to be consumed by what most of
them would deem as a pointless exercise called ‘prayer’
in any case. Those few alchemists with the disposition to
be religious tend towards the gods of magic, mysticism
and knowledge with more than half choosing the later.
Alchemists with a natural leaning, including the rare but
intriguing alchemist/druid, sometimes hold faith with a
power of nature but this too is very uncommon. Most are
content to worship the abstract concepts of universal truth
and the ‘creation divine’.
Other Classes: Alchemists, by their nearly mystical
nature, get along extremely well with wizards. Indeed,
anyone who practices arcane magic is likely to appreciate
an alchemist’s company as a colleague and fellow scholar.
Individual personalities might not mesh but the common
interests will often bridge such barriers. Anyone capable
of casting spells, even divine casters such as druids and
clerics, are considered fit company because of their
‘enlightened’ minds. Conversely, the mundane nature of
fighters, barbarians and rogues often puts them at odds
with an alchemist, though this seldom keeps them from
being able to work together. Monks and bards are usually
at least good conversation, prompting an alchemist to
engage in many discussions on the fundamental nature
of reality or lute rosin with equal vigour. Ultimately,
if an alchemist needs to adventure at all, he is likely
enthusiastic enough about the journey’s goal he will work
with anyone.
Background: Strangely, most alchemists can trace their
origins to the upper classes. While their activities have
likely separated them from this high birth, the science
of alchemy requires a substantial education and a very
important separating trait; alchemists must be able to
read. Literacy is most often the province of the privileged,
a fact which marks alchemists among their number.
This is not always the case, as lone alchemists far from
society often take in lost children or inquisitive strangers
of indeterminate birth to train and pass their secrets on
to. While alchemy may have arisen from the elite, its
practitioners are rarely status conscious.
Game Rule Information
Abilities: Intelligence is the most important ability
score for any alchemist. Aside from its importance to the
Craft (alchemy) skill, this ability score defines learning
capacity, reasoning and the tendency to question that
is integral to the nature of any alchemist. Wisdom is
also quite important as it allows an alchemist to make
sound judgments about his experiments and provides
the willpower such a born researcher needs to exercise
some restraint. Lastly, a hearty Constitution can help an
alchemist survive something in his lab going boom (and
something always goes boom). Strength and Dexterity
are virtually irrelevant to an alchemist, though they can
provide advantages during adventuring. Charisma, to
put it delicately, is rarely a high trait among alchemists.
Weeks alone with beakers and cosmic equations does not
do much for a man’s interpersonal skills.
Races: Gnomes are hands down the best alchemists
from a purely mechanical sense. Bright, inquisitive
and physically suited to the science by virtue of their
acute senses, gnomes have natural advantages in the
role. Gnomish alchemists are well-respected, even
outside their own culture, for their mastery of the craft.
Their tendency toward invention has prompted gnomes
following this class to create many of alchemy’s more
notable innovations and continually fuels their attempts
to push the science beyond its limits.
Other races also make contributions towards alchemy.
Elven alchemists are among the most natural and reverent
of the class. Dwarven alchemy often involves a lot of
smoke powder and tends to be very task-oriented as befits
their serious mindset. Halflings have their own need of
alchemy, which usually revolves around defending their
homes and bettering their comforts of life. Half elves and
half orcs can take well to the science, though the latter’s
Alignment: Any
Hit Die: d4
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