Alchemist: Difference between revisions
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; Mutation Suppression (modified) - ''(Req. True Mutagen)'' | ; Mutation Suppression (modified) - ''(Req. True Mutagen)'' | ||
An alchemist who selects Mutation Suppression has learned to control the ravages of his Mutagen to an astonishing degree. A number of times per day equal to his Intelligence modifier, he may suppress the effects of his Mutagen. This requires a swift action, and may be sustained for as long as the Alchemist desires. Re-instating the effects of a Mutagen is an immediate action. Note that this does not extend the duration of the Mutation itself. Any time spent under the effects of Mutation Suppression does count towards the duration of the Mutation. | An alchemist who selects Mutation Suppression has learned to control the ravages of his Mutagen to an astonishing degree. A number of times per day equal to his Intelligence modifier, he may suppress the effects of his Mutagen. This requires a swift action, and may be sustained for as long as the Alchemist desires. Re-instating the effects of a Mutagen is an immediate action. Note that this does not extend the duration of the Mutation itself. Any time spent under the effects of Mutation Suppression does count towards the duration of the Mutation. | ||
; Mutation Mastery (modified) - ''(Req. Mutation Suppression)'' | ; Mutation Mastery (modified) - ''(Req. Mutation Suppression)'' | ||
An alchemist who selects Mutation Mastery has learned to embrace the effects of his mutation as a natural part of his being. A number of times per day equal to his Intelligence modifier, he may remove the effects of his Mutagen, placing the Mutagen in suspension. This requires a swift action, and may be sustained for as long as the Alchemist desires. Re-instating the effects of a Mutagen is an immediate action. Note that this does not run out the duration of the Mutation itself. Any time spent under the effects of Mutation Suppression does NOT count towards the duration of the Mutation. The maximum time an Alchemist may suspend the effects of a single Mutation is equal to one day per point of intelligence modifier. | |||
; Heart of Ice | |||
The alchemist gain cold immunity. A legendary alchemist must have the frost bomb discovery before picking this discovery. The legendary alchemist also are not affected by mundane hazardous effects brought on by cold environments. The legendary alchemist gain thick white shaggy fur (or another fitting physical change). | |||
; Acidic Blood | |||
The legendary alchemist gain acid immunity. A legendary alchemist must have the acid bomb discovery before picking this discovery. While bleeding, the legendary alchemist also deals 1d6 points of acid damage for every point of bleed damage he has to any creature that is in a grapple with him (Example: 3 points of bleed means the legendary alchemist deal 3d6 acid damage to any target in a grapple with him). This ability can never do more d6s in damage than the alchemist’s character level. The legendary alchemist gain visible green veins (or another physical change). | |||
; Sound Dampening Skeleton | |||
The legendary alchemist gains sonic immunity. A legendary alchemist must have the sonic bomb discovery before picking this discovery. The legendary alchemist also receive a +4 alchemical bonus on Stealth checks. The legendary alchemist’s skin is covered in fine, short black fur like that of a panther in addition to internal skeletal changes (or another fitting physical change). | |||
; Alchemical Abomination | |||
The legendary alchemist gain +5 natural armor, grows one size category larger, and the legendary alchemist’s natural weapons are considered to be an additional die size larger (on top of the increase from the size category change). A legendary alchemist must have the feral mutagen discovery before picking this discovery. Their shape changes into some sort of feral grotesque behemoth-like form that resembles the stuff of nightmares. In addition the alchemist receives a +4 bonus on Intimidation checks. | |||
; Icarus Ascendant | |||
The legendary alchemist gain immunity to electricity. A legendary alchemist must have the shock bomb and wing discoveries before picking this discovery. The legendary alchemist also gain a set of retractable wings capable of perfect flight (like the alchemist discovery). If the legendary alchemist has wings naturally (that do not have a limitation of the number of round the legendary alchemist can use them) double the legendary alchemist’s flight speed, and the legendary alchemist gains perfect maneuverability if he does not have perfect maneuverability already. If the legendary alchemist does not have natural wings, he no longer has a limitation on the number of rounds he can fly for and his flight speed increase by 20 feet. Additionally, the legendary alchemist’s maneuverability while flying increases by one step. | |||
; Adaptive Evolution | |||
The legendary alchemist’s body is so twisted by alchemy that he has begun to mutate and evolve. A legendary alchemist must have the vestigial twin discovery and at least two other grand discoveries before picking this discovery. When the alchemist takes damage from a source their body builds a resistance to that type of damage until they take damage of another type (example: An alchemist takes fire damage so he gains fire resistance 50. Next turn, he is struck by cold damage so his fire resistance goes away but he gains cold resistance 50). An alchemist must take at least 1 damage to trigger the shift in resistances. If the alchemist takes damage of multiple types from a single source (such as being hit by a spell that deals both fire and force damage), he may choose which of the damage types he gains protection against. | |||
Damage Source Resistance | |||
Fire Damage Fire 50 | |||
Cold Damage Cold 50 | |||
Sonic Damage Sonic 25 | |||
Force Damage Force 25 | |||
Acid Damage Acid 50 | |||
Magic* SR 35 | |||
Primal Damage All 10 | |||
*Magic describes any spell without an elemental descriptor or | |||
damage type. | |||
; Midassian Scion | |||
The legendary alchemist gains the ability to turn mundane items into gold. A legendary alchemist must have the philosopher’s stone discovery before picking this discovery. Once per week per Intelligence modifier, the legendary alchemist can touch an inanimate object made of a base metal (either iron or lead) and transmute it into silver and gold. A single touch can turn up to 10,000 pounds of iron into silver (worth 50,000 gp), or up to 2,000 pounds of lead into gold (worth 100,000 gp). The process takes approximately 1 minute per 1,000 lbs (though it always takes at least 1 minute). | |||
; Touch of the Great Destroyer | |||
The legendary alchemist gain the ability to first rust then disintegrate items. A legendary alchemist must have the philosopher’s stone discovery before picking this discovery. A legendary alchemist’s touch | |||
attacks cause any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. Against creatures made of metal, a legendary alchemist‘s touch deals the same damage as his bombs would (though it does not use a bomb). An attended object, any magic object, or a metal creature can attempt a Reflex save to negate this effect. The save DC is 10 + 1/2 the character’s alchemist levels + his legendary alchemist levels + his Intelligence modifier. |
Revision as of 21:30, 22 June 2013
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Description
Alchemists are so insanely over-the-top it's hard to even begin to describe how crazy they are.
No, I lied, it's easy. Here is the Alchemist in two words: "Tumor Familiar." Seriously, it's a thing they get! Anybody normal would be freaking out if they grew a huge, horrible tumor, but the freakin' Alchemist? He gives it a brain and makes it into a pet! How awesome is that?!
Alchemists are a wild-eyed hybrid of "Dr. Jekyll" and "Dr. Frankenstein", with a healthy dose of "The Midnight Bomber, What Bombs at Midnight", thrown in for fun. Their most obvious ability is of course their Bombs, explosive alchemical touch attacks with a ton of splash damage, saving throws, and alchemical insanity. Much more subtle are their Extracts, alchemical droughts which do strange and useful things to them when drunk/injected/smoked/sniffed/inserted in various ways. Much less subtle are their Mutagens, which is where the "Mr Hyde" and "Frankenstein's Monster" part of the class comes in as the already wild-eyed Alchemist transforms into a massive-thewed killing engine that can rival the angriest barbarian in a fight.
The best thing about an Alchemist is the insane, weird, and crazy things they do to themselves and their enemies. Play one! They're like nothing else you've ever tried!
Alignment: Any.
Hit Die: d4.
Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.
Class Skills: The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Table: Alchemist
Level | BAB | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th | 5th | 6th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +2 | +2 | +0 | Alchemy, bomb 1d6, brew potion, mutagen, throw anything, tweaking | 1 | — | — | — | — | — |
2nd | +1 | +3 | +3 | +0 | Discovery, poison resistance +2, poison use | 2 | — | — | — | — | — |
3rd | +2 | +3 | +3 | +1 | Bomb 2d6, swift alchemy | 3 | — | — | — | — | — |
4th | +3 | +4 | +4 | +1 | Discovery, Craft Fetish | 3 | 1 | — | — | — | — |
5th | +3 | +4 | +4 | +1 | Bomb 3d6, poison resistance +4 | 4 | 2 | — | — | — | — |
6th | +4 | +5 | +5 | +2 | Discovery, swift poisoning | 4 | 3 | — | — | — | — |
7th | +5 | +5 | +5 | +2 | Bomb 4d6 | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +6 | +6 | +2 | Discovery, poison resistance +6 | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +6 | +6 | +3 | Bomb 5d6 | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +7 | +7 | +3 | Discovery, poison immunity | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +7 | +7 | +3 | Bomb 6d6 | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +8 | +8 | +4 | Discovery | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +8 | +8 | +4 | Bomb 7d6 | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +9 | +9 | +4 | Discovery, persistent mutagen | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +9 | +9 | +5 | Bomb 8d6 | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +10 | +10 | +5 | Discovery | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +10 | +10 | +5 | Bomb 9d6 | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +11 | +11 | +6 | Discovery, instant alchemy | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +11 | +6 | Bomb 10d6 | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +12 | +12 | +6 | Grand Discovery, Discovery x2 | 5 | 5 | 5 | 5 | 5 | 5 |
Class Features
- Weapon and Armor Proficiency
Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
- Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
General Benefits
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check.
In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Brewing
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
- Extracts
Extracts are the most varied of the three effects Alchemists can create. In many ways, Extracts behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. Due to this magical infusion, an extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below).
An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day.
Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Extract Formulae
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so).
An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the extract always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is also required for a formulae derived from it. The component is expended during the consumption of that particular extract.
Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level.
The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.
Formulae Books
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier.
At each new alchemist level, the alchemist gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements.
Spell to Formulae Conversion
An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
- d20pfsrd link to Alchemist Formulae.
- Bomb (Su)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
- Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
- Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him the following abilities for 10 minutes per alchemist level:
- A +2 bonus to natural armor
- Instantly gains 10 + (1 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
- +4 alchemy bonus to Strength and a -2 penalty to Intelligence.
- +1 alchemy bonus to Fortitude and Reflex saves, and a -1 penalty to Will saves.
- A base attack (BAB) equal to his Alchemist level.
- Natural claw attacks, doing 1d6 base damage each. (Note that this base damage increases to 2d6 damage at level 8 and 3d6 damage at level 15, as per standard melee weapon rules.)
- Beginning at level 4, the alchemist's natural attacks are considered magic for purposes of overcoming DR.
While under the effects of a mutagen, the alchemist cannot mix extracts or bombs. When the mutagen wears off, if the alchemist has more hit points than his normal maximum hit points, the extra hit points are lost.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen. The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
- Natural Attacks
- Natural attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the alchemist’s full base attack bonus and add the alchemist’s full Strength bonus on damage rolls. Secondary attacks are made using the alchemist’s base attack bonus –5 and add only 1/2 the alchemist’s Strength bonus on damage rolls. The alchemist's claws and bite attacks from his mutagen are primary natural attacks. The discoveries 'vestigial arm' or 'tentacle' can provide the alchemist with secondary natural attacks.
- During a standard attack action, natural attacks are much like standard weapons -- the alchemist makes one attack at full BAB with a single claw (or bite, if available). During a full attack action, however, the alchemist uses his full BAB to attack with each of his primary natural attacks, and BAB -5 for each of his secondary natural attacks.
- Natural attacks do not benefit from any of the two-weapon fighting feats or the multi-attack feat.
- d20pfsrd link to rules for natural attacks.
- Tweaking (Ex) -- (Optional)
An alchemist only needs 4 hours of sleep each night. This is not because he has some supernatural ability to restore his energy faster than other people, it is because he imbibes heavily in stimulants. Additionally, alchemists add +4 to endurance checks made to resist fatigue due to not sleeping. Generally, the extra hours an alchemist gains from not sleeping are spent putting together potions, bomb catalysts or fetishes, but they can also be on watch during this time.
- Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
- Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
- d20pfsrd link to Discoveries
- Poison Resistance (Ex)
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
- Poison Use (Ex)
Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
- Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
- Craft Fetish (Ex)
At 4th level, an alchemist can create a small fetish item during his full rests. He may only have one such fetish at a time, and he must determine the properties of the item at the time he fashions it. The fetish lasts until broken, but if the alchemist makes a new one, the magic of the existing one dissipates. Like the alchemist's bombs and potions, the fetish becomes inert if used or carried by anyone else.
While unbroken, the fetish protects the alchemist from his own bombs, making him immune to their damage and effects if he happens to be within the bomb's radius. However, As a swift action, the alchemist can break the item to trigger an effect. This ends the protection against his own bomb damage until a new fetish can be created during your next full rest.
At the time he fashions the fetish, the alchemist may choose to imbue it with one of the following abilities, which is triggered when the fetish is broken:
- Essence of Battle
- gain a +2 alchemy bonus to your attack rolls until the end of the encounter.
- Essence of Change
- double the effect(s) of your mutagen until the end of your turn, after which the mutagen immediately expires.
- Essence of Endurance
- gain temp hit points equal to 2x alchemist level + INT mod. These temp hit points last until end of encounter or until they are beaten out of you.
- Essence of Coercion
- teleport one enemy a number of squares equal to your INT mod as part of this swift action. Target gets a Will save for half (round down), with a DC of 10 + half alchemist level + INT mod.
- Swift Poisoning (Ex)
At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
- Persistent Mutagen (Su)
At 14th level, the effects of a mutagen last for 1 hour per level.
- Instant Alchemy (Ex)
At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.
- Grand Discovery (Su)
At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.
Alchemist Changes
The following forumulae are no longer available to Alchemists:
- beast shape I
- beast shape II
- beast shape III
- beast shape IV
- monstrous physique I
- monstrous physique II
- monstrous physique III
- monstrous physique IV
- undead anatomy I
- undead anatomy II
- undead anatomy III
- elemental body I
- elemental body II
- elemental body III
- vermin shape I
- vermin shape II
- mutagenic touch
- form of the dragon I
- giant form I
- plant shape I
- plant shape II
The following discoveries are no longer available to Alchemists:
- cognatogen
- grand cognatogen
- greater cognatogen
- infuse mutagen
- feral mutagen
Alchemist Discovery Changes
- Vestigial Arm (modified) - (Req. Alchemist 6)
At the time the alchemist chooses this discovery, he may decide whether this extra arm is present at all times, or only while under the effects of a mutagen. The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. While affected by a mutagen, vestigial arms grow claws, and act as secondary natural weapons, dealing 1d4 base damage, plus half the alchemist's strength. Secondary natural attacks, as always, are made at BAB - 5. If not affected by a mutagen, the arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
- Special: An alchemist may take this discovery up to two times.
- Tentacle (modified) - (Req. Alchemist 6)
The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. While affected by mutagen, the tentacle can be used to make a secondary natural attack, dealing 1d4 damage plus half the alchemist's strength modifier. Secondary natural attacks, as always, are made at BAB - 5. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
- Greater Mutagen (modified) - (Req. Alchemist 12)
An alchemist who selects this discovery can improve the effects of his mutagen, gaining the following abilities instead of those listed for the standard mutagen:
- A +4 bonus to natural armor
- Instantly gains 10 + (2 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
- +6 alchemy bonus to Strength and a -2 penalty to Intelligence.
- +2 alchemy bonus to Fortitude and Reflex saves, and a -2 penalty to Will saves.
- A base attack (BAB) equal to his Alchemist level.
- Natural claw attacks, doing 1d6 base damage each, and a bite attack, doing 1d8 base damage. (Note that this base damage increases at level 8 and at level 15, as per standard melee weapon rules.)
- The alchemist's natural attacks are considered magic for purposes of overcoming DR.
- Grand Mutagen (modified) - (Req. Alchemist 16, Greater Mutagen)
An alchemist who selects this discovery can improve the effects of his mutagen even further, gaining the following abilities instead of those listed for the greater mutagen:
- A +6 bonus to natural armor
- Instantly gains 10 + (3 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
- +8 alchemy bonus to Strength and a -2 penalty to Intelligence.
- +3 alchemy bonus to Fortitude and Reflex saves, and a -3 penalty to Will saves.
- A base attack (BAB) equal to his Alchemist level.
- Natural claw attacks (1d6 base damage each), a bite attack (1d8 base damage)and a rend (2 claws, 1d8). (Note that this base damage increases at level 8 and at level 15, as per standard melee weapon rules.)
- The alchemist's natural attacks are considered magic for purposes of overcoming DR.
Alchemist Grand Discovery Changes
- True Mutagen (modified) - (Req. Alchemist 20, Grand Mutagen)
An alchemist who selects True Mutagen as his grand discovery at level 20 can maximize the effects of his mutagen, gaining the following abilities instead of those listed for the grand mutagen:
- A +8 bonus to natural armor
- Instantly gains 10 + (4 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount. (That's 90 hit points!)
- +10 alchemy bonus to Strength and a -2 penalty to Intelligence.
- +4 alchemy bonus to Fortitude and Reflex saves, and a -4 penalty to Will saves.
- A base attack (BAB) equal to his Alchemist level.
- Natural claw attacks (1d6 base damage each), a bite attack (1d8 base damage)and a rend (2 claws, 1d8). (Note that this base damage increases at level 8 and at level 15, as per standard melee weapon rules.)
- The alchemist's natural attacks are considered magic for purposes of overcoming DR.
- It's Alive! Once per day, when the alchemist is dropped to 0 or fewer hit points, at the start of his next turn, he instantly heals to the value of half his hit points, and stands up as a free action. The alchemist retains the effects of his mutagen throughout this process.
Alchemist Example Builds
For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's a couple of example builds. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!
- Bomb-Throwing Build
Human, base stats: Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8.
Example Feats
1st Level: Point Blank Shot, Precise Shot. Lets you put your bombs exactly where you want them
3rd Level: Weapon Focus:Bombs. Still making the bombs better.
5th Level: Extra Discovery: Acid Bombs*. Now that the bombs go where you want them, you start to make them nassssty.
7th Level: Dodge. A point of armor class and unlocks good stuff.
9th Level: Close Quarters Thrower. Throw bombs in melee!
11th Level: Charging Hurler. Let's you keep up with the first round rush and still attack.
13th Level: Far Shot. Throw bombs waaaay further and still hit.
15th Level: Mobility. Avoid those attacks of opportunity.
17th Level: Shot on the Run. Pop around a corner, throw a bomb, hide. So awesome.
19th Level: Clustered Shots. This lets you punch through DR like crazy.
Example Discoveries:
2nd Level: Precise Bombs
4th Level: Explosive Bombs*
6th Level: Breath Weapon Bomb
8th Level: Fast Bombs
10th Level: Force Bomb*
12th Level: Demolition Bomb*
14th Level: Dispelling Bomb*
16th Level: Frost Bomb*
18th Level: Elixir of Life
20th Level: Fast Healing 5, Smoke Bomb*, Inferno Bomb*.
- Hulchemist Build
Human, base stats: Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8
Example Feats
1st Level: Power Attack, Weapon Focus:Natural Attacks. Yeah, you wreck'em in melee, you betcha!
3rd Level: Dodge. Melee sucks, you want the armor class bad.
5th Level: Mobility. Move around in melee, get hit less.
7th Level: Point Blank Shot. Still gotta work the bombs!
9th level: Toughness. Hit points, baby!
11th Level: Precise Shot. Workin' the bombs
13th level: Shot on the Run. The corner thing, so awesome.
15th Level: Rending Claws. Oh, yeah, even more melee damage
17th Level: Defensive Combat Training. Stops the bad guys from tackling you all the time
19th Level: Advanced Def Combat Training. No, seriously. Getting grappled sucks.
Example Discoveries:
2nd Level: Mutagen
4th Level: Spontaneous Healing
6th Level: Vestigial Arm
8th Level: Vestigial Arm
10th Level: Tentacle
12th Level: Greater Mutagen
14th Level: Parasitic Twin
16th Level: Grand Mutagen
18th Level: Nauseating Flesh
20th Level: True Mutagen, Preserve Organs, Preserve Organs.
Epic Alchemist
Table: Epic Alchemist
Level | BAB | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21st | +15/+10/+5 | +13 | +13 | +7 | Bomb 11d6, , Mutagen BAB Progression, Paragon of SCIENCE! | 5 | 5 | 5 | 5 | 5 | 5 | 1 | - | - | - | - |
22nd | +16/+11/+6 | +13 | +13 | +7 | EUREKA! 1/day, Caustic Secretions +5 | 5 | 5 | 5 | 5 | 5 | 5 | 2 | - | - | - | - |
23rd | +16/+11/+6 | +14 | +14 | +8 | Bomb 12d6, Grand Discovery | 5 | 5 | 5 | 5 | 5 | 5 | 3 | - | - | - | - |
24th | +17/+12/+7 | +14 | +14 | +8 | EUREKA! 2/day | 5 | 5 | 5 | 5 | 5 | 5 | 3 | 1 | - | - | - |
25th | +17/+12/+7 | +15 | +15 | +9 | Bomb 13d6, Venom Sac | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 2 | - | - | - |
26th | +18/+13/+8 | +15 | +15 | +9 | EUREKA! 3/day, Grand Discovery | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | - | - | - |
27th | +18/+13/+8 | +16 | +16 | +10 | Bomb 14d6, Caustic Secretions +10 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 1 | - | - |
28th | +19/+14/+9 | +16 | +16 | +10 | EUREKA! 4/day | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 2 | - | - |
29th | +19/+14/+9 | +17 | +17 | +11 | Bomb 15d6, Grand Discovery | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | - | - |
30th | +20/+15/+10 | +17 | +17 | +11 | EUREKA! 5/day | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 1 | - |
31st | +20/+15/+10 | +18 | +18 | +12 | Bomb 16d6, Improved Venom Sac | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 2 | - |
32nd | +21/+16/+11 | +18 | +18 | +12 | EUREKA! 6/day, Grand Discovery | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | - |
33rd | +21/+16/+11 | +19 | +19 | +13 | Bomb 17d6, Caustic Secretions +15 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 1 |
34th | +22/+17/+12 | +19 | +19 | +13 | EUREKA! 7/day, | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 2 |
35th | +23/+18/+13 | +20 | +20 | +14 | Bomb 18d6, Grand Discovery, Primal Mastery | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 |
36th | - | - | - | - | Apotheosis | - | - | - | - | - | - | - | - | - | - | - |
Epic Class Abilities
- Bomb
The Alchemist's bomb continue to grow in power, as per table "Epic Alchemist."
- Paragon of SCIENCE!
The Alchemist continues to gain competence bonuses to Craft(Alchemy) checks of +1 per level. In addition, they receive an extra +1 competence bonus to Craft(Alchemy) checks of +1 for every Alchemist level above 20 they possess.
- Mutagen BAB Progression
The alchemist in mutagen form gains bonuses to hit during epic levels equal to +1 per two epic levels, as with all other classes. This is less than the BAB progression of the mutated alchemist prior to 21, when they got BAB equal to their Alchemist level.
- EUREKA!
The Alchemist is no longer bound to only one Discovery placed upon a single bomb. With EUREKA!, the Alchemist may apply multiple discoveries to a single bomb, with the following limitations:
A EUREKA! bomb may only have one Discovery that changes the damage type. You may have fire or cold or sonic, etc, but never a fire/cold.
A EUREKA! bomb may have only one Discovery that affords the targets a save. You may have a blinding bomb, or a dispelling bomb, but never a blinding and dispelling bomb.
A EUREKA! bomb may have a maximum number of Discoveries applied equal to the Alchemists Intelligence mod.
At 22nd level the Alchemist may use a EUREKA! bomb once per day, and gains an additional daily use at 24th, 26th, 28th, 30th, 32nd, and 34th levels.
- Grand Discovery
At 23rd level and every three levels there-after, 26th, 29th, 32, and 35th, the Alchemist makes another life-changing earth-shattering discovery. He may choose a Grand Discovery from the standard list or the list below, or he may choose two normal Discoveries of any type.
- Venom Sac
The Alchemist is long, long past the point where poisons hold any terror for him. This power allows the Alchemist to store poison in a special receptacle in his body. Perhaps he has a discrete poisons dew-claw on his thumb, or a sac of venom in his cheeks. The venom sac is assumed to hold a number of doses of poison equal to his Alchemist level, and filling a Venom Sac requires one round per dose of poison. Note that the sac does not allow the Alchemist to create poisons for free. He must still make and pay for them normally. Finding a Venom Sac requires a skill check equal to the Alchemists level plus his Intelligence Modifier. The venom sac does allow the Alchemist to apply poison to a weapon (including natural weapons) once per round as a free action.
- Improved Venom Sac
As Venom Sac, except that the Alchemist can apply a dose of poison to his weapons a number of times per turn equal to his Intelligence modifier.
- Primal Mastery
The Alchemist has learned so much about the composition of the Universe that he is able to overcome the restrictions of energy types. He may define any of his EUREKA bombs as doing damage of the 'primal' type. Primal damage ignores all immunities and resistances.
Alchemist Grand Discoveries
- Mutation Suppression (modified) - (Req. True Mutagen)
An alchemist who selects Mutation Suppression has learned to control the ravages of his Mutagen to an astonishing degree. A number of times per day equal to his Intelligence modifier, he may suppress the effects of his Mutagen. This requires a swift action, and may be sustained for as long as the Alchemist desires. Re-instating the effects of a Mutagen is an immediate action. Note that this does not extend the duration of the Mutation itself. Any time spent under the effects of Mutation Suppression does count towards the duration of the Mutation.
- Mutation Mastery (modified) - (Req. Mutation Suppression)
An alchemist who selects Mutation Mastery has learned to embrace the effects of his mutation as a natural part of his being. A number of times per day equal to his Intelligence modifier, he may remove the effects of his Mutagen, placing the Mutagen in suspension. This requires a swift action, and may be sustained for as long as the Alchemist desires. Re-instating the effects of a Mutagen is an immediate action. Note that this does not run out the duration of the Mutation itself. Any time spent under the effects of Mutation Suppression does NOT count towards the duration of the Mutation. The maximum time an Alchemist may suspend the effects of a single Mutation is equal to one day per point of intelligence modifier.
- Heart of Ice
The alchemist gain cold immunity. A legendary alchemist must have the frost bomb discovery before picking this discovery. The legendary alchemist also are not affected by mundane hazardous effects brought on by cold environments. The legendary alchemist gain thick white shaggy fur (or another fitting physical change).
- Acidic Blood
The legendary alchemist gain acid immunity. A legendary alchemist must have the acid bomb discovery before picking this discovery. While bleeding, the legendary alchemist also deals 1d6 points of acid damage for every point of bleed damage he has to any creature that is in a grapple with him (Example: 3 points of bleed means the legendary alchemist deal 3d6 acid damage to any target in a grapple with him). This ability can never do more d6s in damage than the alchemist’s character level. The legendary alchemist gain visible green veins (or another physical change).
- Sound Dampening Skeleton
The legendary alchemist gains sonic immunity. A legendary alchemist must have the sonic bomb discovery before picking this discovery. The legendary alchemist also receive a +4 alchemical bonus on Stealth checks. The legendary alchemist’s skin is covered in fine, short black fur like that of a panther in addition to internal skeletal changes (or another fitting physical change).
- Alchemical Abomination
The legendary alchemist gain +5 natural armor, grows one size category larger, and the legendary alchemist’s natural weapons are considered to be an additional die size larger (on top of the increase from the size category change). A legendary alchemist must have the feral mutagen discovery before picking this discovery. Their shape changes into some sort of feral grotesque behemoth-like form that resembles the stuff of nightmares. In addition the alchemist receives a +4 bonus on Intimidation checks.
- Icarus Ascendant
The legendary alchemist gain immunity to electricity. A legendary alchemist must have the shock bomb and wing discoveries before picking this discovery. The legendary alchemist also gain a set of retractable wings capable of perfect flight (like the alchemist discovery). If the legendary alchemist has wings naturally (that do not have a limitation of the number of round the legendary alchemist can use them) double the legendary alchemist’s flight speed, and the legendary alchemist gains perfect maneuverability if he does not have perfect maneuverability already. If the legendary alchemist does not have natural wings, he no longer has a limitation on the number of rounds he can fly for and his flight speed increase by 20 feet. Additionally, the legendary alchemist’s maneuverability while flying increases by one step.
- Adaptive Evolution
The legendary alchemist’s body is so twisted by alchemy that he has begun to mutate and evolve. A legendary alchemist must have the vestigial twin discovery and at least two other grand discoveries before picking this discovery. When the alchemist takes damage from a source their body builds a resistance to that type of damage until they take damage of another type (example: An alchemist takes fire damage so he gains fire resistance 50. Next turn, he is struck by cold damage so his fire resistance goes away but he gains cold resistance 50). An alchemist must take at least 1 damage to trigger the shift in resistances. If the alchemist takes damage of multiple types from a single source (such as being hit by a spell that deals both fire and force damage), he may choose which of the damage types he gains protection against.
Damage Source Resistance Fire Damage Fire 50 Cold Damage Cold 50 Sonic Damage Sonic 25 Force Damage Force 25 Acid Damage Acid 50 Magic* SR 35 Primal Damage All 10
- Magic describes any spell without an elemental descriptor or
damage type.
- Midassian Scion
The legendary alchemist gains the ability to turn mundane items into gold. A legendary alchemist must have the philosopher’s stone discovery before picking this discovery. Once per week per Intelligence modifier, the legendary alchemist can touch an inanimate object made of a base metal (either iron or lead) and transmute it into silver and gold. A single touch can turn up to 10,000 pounds of iron into silver (worth 50,000 gp), or up to 2,000 pounds of lead into gold (worth 100,000 gp). The process takes approximately 1 minute per 1,000 lbs (though it always takes at least 1 minute).
- Touch of the Great Destroyer
The legendary alchemist gain the ability to first rust then disintegrate items. A legendary alchemist must have the philosopher’s stone discovery before picking this discovery. A legendary alchemist’s touch attacks cause any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. Against creatures made of metal, a legendary alchemist‘s touch deals the same damage as his bombs would (though it does not use a bomb). An attended object, any magic object, or a metal creature can attempt a Reflex save to negate this effect. The save DC is 10 + 1/2 the character’s alchemist levels + his legendary alchemist levels + his Intelligence modifier.