GuyFawkes
2012-01-16, 03:55 AM
The Perfumer
http://upload.wikimedia.org/wikipedia/commons/6/6f/Bernard_Picart_-_The_Perfumer.jpg
"Ahhh, can you smell it? The sweet scent of your defeat." – Jacques Villeu, a Perfumer
Adventures: Perfumers roam the lands in search for new scents. It can be said that it is their nose that drives them, taking them to wherever new scent captivates them. They are constantly in search for new herbs and other sources for their perfumes, and most of the rarest ingredients can be found at the most dangerous of places. Conversely, they are looking to gain fame for their products, and what better way to advertise their fragrances than having mighty warriors and wizards wear them.
Characteristics: The signature of any Perfumer is his use of his parfums. Parfums can boost the Perfumer and his allies or bring debilitating effects to his enemies, gaining more advantage for each effect that his enemies suffer.
Perfumers are decent combatants, relying on finesse and clever strategies rather than outright physical prowess. They also have learned to take advantage of enemies suffering from their parfum effects, timing their attacks on openings given by the effects to do additional damage.
Alignment: Perfumers can be of any alignment. Those who like to venture out onto the world value their freedom to go anywhere they decide, and wherever there is news of a rare ingredient for his perfumes. Those who prefer to stay in cities opt to abide the law or use underhanded methods to achieve fame and a place for their perfumes in the markets.
Religion: Most Perfumers would worship Farlanghn, being on the roads more often than not. Others even look to Corellon Larethian, patron god of music and the arts, even those Perfumers who are not elves. Good Perfumers also look to Pelor to guide them on their travels. Evil Perfumers might even look to Erthynul for guidance.
Background: A Perfumer usually trains as an apprentice under a master Perfumer until he is deemed ready to be called a Perfumer. Others who possess prodigious talents start out on their own, mimicking perfumes or even coming upon formulations by themselves. All of them though, share the common prerequisite of having an uncanny olfactory sense.
Races: Perfumers could come from any race, as the art of perfumery takes many forms. Humans, with their propensity to adorn themselves with colors and scents produce lots of Perfumers. Elves, orcs, dwarves, and gnomes also have Perfumers.
Other Classes: Perfumers are generally tolerable with other classes. Indeed they perform best with others, boosting them with parfums, and benefitting from their melee protection as well as magic. Perfumers generally possess very good social skills, and can pose as the part leader.
Role: Perfumers are primarily support, though they can also fill the rolls of secondary melee or ranged fighter. Parfums give them the ability to do almost all roles at a lesser degree, and the ability to use scrolls and wands also give the more options.
Adaptation: Perfumers can easily fit into any campaign setting.
GAME RULE INFORMATION
The Perfumer has the following game statistics.
Abilities: Charisma is the most important ability for the Perfumer, as it affects the effectiveness of his parfums, as well as some of the effects. Strength or Dexterity also helps to hit and do some damage with their attacks. Constitution always helps for the Perfumer’s rather low hit die.
Alignment: Any.
Hit Die: d6.
Starting Age: As bard.
Starting Gold: As bard
Class Skills
The Perfumer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The Perfumer
Level
BAB
Fort
Ref
Will
Special
Parfum Grades and Moods Known
Essential Oils per Day
1st
+0
+2
+0
+2
Aromachology, Bee Sting +1d6, Scent
Grade VI, 2 moods
2
2nd
+1
+3
+0
+3
Flame Tricks, Test Subject
-
3
3rd
+2
+3
+1
+3
Bee Sting +2d6, Parfum Concentrations (Eau de Cologne)
-
4
4th
+3
+4
+1
+4
Allergic Reaction 20%
Grade V, 2 moods
8
5th
+3
+4
+1
+4
Bee Sting +3d6
-
10
6th
+4
+5
+2
+5
Haphazard Reformulation
-
12
7th
+5
+5
+2
+5
Bee Sting +4d6
Grade IV, 3 moods
18
8th
+6/+1
+6
+2
+6
Parfum Concentrations (Eau de Toilette)
-
21
9th
+6/+1
+6
+3
+6
Bee Sting +5d6
-
24
10th
+7/+2
+7
+3
+7
Perfumer Elite
Grade III, 3 moods
32
11th
+8/+3
+7
+3
+7
Bee Sting +6d6
-
36
12th
+9/+4
+8
+4
+8
Formulation SP
-
40
13th
+9/+4
+8
+4
+8
Bee Sting +7d6, Parfum Concentrations (Eau de Parfum)
Grade II, 4 moods
50
14th
+10/+5
+9
+4
+9
Allergic Reaction 50%
-
55
15th
+11/+6/+1
+9
+5
+9
Bee Sting +8d6, Hidden Tones
-
60
16th
+12/+7/+2
+10
+5
+10
Achieving Harmony
Grade I, 4 moods
72
17th
+12/+7/+2
+10
+5
+10
Bee Sting +9d6
-
78
18th
+13/+8/+3
+11
+6
+11
Parfum Concentrations (Perfume Extract)
-
84
19th
+14/+9/+4
+11
+6
+11
Bee Sting +10d6
Grade I, 5 moods
90
20th
+15/+10/+5/
+12
+6
+12
Perfumer Extraordinaire
-
96
Class Features
All of the following are class features of the Perfumer.
Weapon and Armor Proficiencies: The Perfumer is proficent with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. The Perfumer is proficient with light armor and shields (except tower shields).
Aromachology: Through experience and research, Perfumers grasp the vital connection between the different scents and other components of perfumes to the mind and body. Through time, they have perfected this art to produce parfums.
Parfums are volatile types of perfume that drastically affect the mind and body of any creature. Due to their volatile nature, they only last for 24 hours. The need for meticulous handling in preparation limits the Perfumer to a specific number of parfums he can create per day in terms of essential oils as shown in the table above. Furthermore, they can only prepare parfums from 2 different moods at level 1, 3 at level 7, 4 at level 13, and all moods at level 19.
Parfums exist in varying grades, from Grade VI to Grade I, with Grade VI being the lowest grade and Grade I the most potent of parfums. The Perfumer begins play knowing Grade VI parfum, and at 4th, 7th, 10th, 13th, and 16th levels, he can create and use Grades V, IV, III, II, and I parfums respectively.
Creating one perfume costs a certain dose of essential oil plus a specific amount to cover the various aromatic compounds from different herbs required for one particular parfum. Grade VI parfums cost one dose of essential oil to create, and higher grades cost 1 additional essential oil per grade higher than VI; Grade V cost 2 doses, Grade IV cost 3, and so on.
Parfums effects are extraordinary effects, and act as inhaled poisons, unless otherwise noted. They can either be personal, sprayed by using perfume sprays, affecting a single target and including the 5-foot radius around, or splash, thrown in perfume bottles that affect an area of 30 feet in radius upon breaking. Applied parfums last 1 hour per class level, and they can affect any creature that comes within its range. A moderate wind or stronger disperses parfum effects after 1 round. Duration for each parfum effect (when it affects a creature) varies for each parfum, as shown in their description. The save DC for a parfum effect is 10 + Parfum Grade Value + the Perfumer's Charisma modifier. Parfum Grade Value for Grade VI Parfums is 1, 2 for Grade V, 3 for Grade IV, and so on.
Parfums attack the brain, subsequently affecting the whole body. As such, parfums do not work on constructs, undead, and other mindless creatures, as well as creatures with Intelligence scores lower than 3.
Essential Oils: The base component of any perfume is essential oils. The Perfumer gains the ability to process a number of essential oils per day as given in the table above. The Perfumer also gains bonus number of essential oils per day equal to his Charisma modifier divided by 2 rounded down (0 minimum).
Essential oils are readily available to be bought in bulk or pieces from perfumeries, or can be crafted by the Perfumer himself if he has the necessary raw materials. Each dose costs 10 gold pieces, and this cost is separate from the cost shown in each parfum’s description.
Bee Sting: Beginning at 1st level, whenever a creature is affected by a parfum effect, the Perfumer can do a swift action Bluff check to perform a feint. When the feint is successful, he inflicts 1d6 more damage for each of his attacks on that target until the next round. This bonus damage increases by an additional 1d6 damage every 2 levels thereafter.
Scent (Ex): Born with the gift of superior olfactory faculties and enhanced by training, the Nose can distinguish any form of scent from each other on a level similar to creatures such as hounds. At 1st level, the Nose gains the Scent ability. Furthermore, he can locate any creature within 30 feet as if he has blindsense. This uses his sense of smell; any creature that has an ability to hide its scent cannot be detected by the Perfumer.
Flame Tricks (Ex): At 2nd level, the Perfumer can use his parfums to set ablaze his enemies. As a standard action, the Perfumer can use his perfume spray to light one adjacent creature on fire, dealing damage equal to 1d6 multiplied by the Perfume Grade Value of the parfum used. The target can roll a Reflex save with DC equal to 10 + the Perfume Grade Value of the parfum used + Cha mod. This ability needs one dose of parfum. The Perfumer also needs to be holding a fire source to work, like a torch. This also works when the creature is already on fire.
Alternatively, whenever a parfum is used as a splash weapon, when it comes in contact with a fire source within its range, this results in an explosion, causing fire damage to every creature within range equal to 1d6 multiplied by the Perfume Grade Value of the parfum used. All creatures caught in the area can roll a Reflex save with DC equal to 10 + the Perfume Grade Value of the parfum used + Cha mod to half the damage. This uses up all the parfum in the area, ending the parfum effect. Parfums are very volatile and lose their flammability fast, so he fire source must be introduced into the area within 3 rounds that the parfum is used, else the parfum becomes inert.
Test Subject (Ex): By using himself as a test subject for creating new parfums, the Perfumer becomes more resistant to their effects. At 2nd level, the Perfumer becomes immune to harmful effects of his parfums. He also becomes immune to diseases and poisons from non-magical sources.
Parfum Concentrations: At 3rd level, the Perfumer can mix more potent versions of his parfums. Starting at 3rd level, the Perfumer can make an Eau de Cologne version of his parfums, and he can make more concentrated versions every 5 levels after level 3. These higher concentrations increase the DCs, duration (add number to total class level for purpose of calculating duration), and area of effect of parfum effects (values given are for splash area; for personal area bonus, divide values by 2 rounded down). However, they cost more essential oils than their normal versions, as shown in the Table: Parfum Concentrations.
Table: Parfum Concentrations
Concentration
DC
Duration
Intensity
Area of Effect
Essential Oil Cost
Eau de Cologne
+1
+1 level
Strong
+5 feet
x1.5
Eau de Toilette
+2
+2 levels
Strong
+10 feet
x2
Eau de Parfum
+3
+3 levels
Severe
+15 feet
x2.5
Perfume Extract
+4
+4 levels
Severe
+20 feet
x3
Allergic Reaction (Ex): At 4th level, when a creature successfully saves against any perfume effect, it can develop an allergic reaction. The creature has a 20% chance to develop an allergic reaction, which increases to 50% at level 14. Roll the percentage die to determine the type of allergic reaction the creature suffers from the following table:
Table: Allergic Reactions
%d
Allergic Reaction
Effect
0-19
Sneezing
The target creature sneezes uncontrollably. Any ability or spell that the creature would perform while still afflicted by sneezing would require a DC 15 or fail (DC 20 for those with verbal component). Also, creatures receive a -10 penalty to Hide checks and ends invisibility or similar effects.
20-39
Watery Eyes
The target creature’s eyes produce tears at an abnormal rate. The creature receives a -2 penalty to attacks and -4 to Spot checks.
40-59
Runny Nose
The target creature produces uncontrollable amounts of mucous. The creature must spend a move action each round this allergic reaction is in effect to clear this mucous or suffocate.
60-79
Skin Rashes
The target creature is stricken with itchy skin rashes. The creature receives a -2 penalty to AC for leaving openings when it tries to scratch itself.
80-99
Migraine
The target creature suffers a head splitting migraine. The creature receives a -2 to all saves.
00
2 Allergies
Roll for 2 Allergies to affect the target. Roll again for another 2 if you get another 100 (3 total Allergies), get affected by all Allergies above when you roll 3 00s or more.
This ability only triggers once per round, and lasts for 2 round at level 4 and 5 rounds at level 14. The creature has to succeed a Fort save with a DC of 10 + 1/2 class levels + Cha mod to negate this effect. Creatures who succeed in their Fort save are immune to this ability for 24 hours. The effects bestowed by this ability are treated as diseases for the purpose of harmful-effect removing spells.
Haphazard Reformulation (Ex): At 6th level, the Perfumer can alter his existing perfumes to create another perfume. By using one perfume of a certain mood and grade as a base, he can create another perfume of the same mood and grade by spending half the cost of the new perfume in materials. This is a full round action that provokes an attack of opportunity. Also, with the haphazard way of creating the perfume, this ability has a Success chance of 50%, a Failure chance of 40%, and a Random chance of 10%. Success means the Perfumer successfully creates the intended parfum. Failure means the attempt is a failure and all the materials used are wasted. Random means the Perfumer produces a random parfum of the same grade and the same mood. This could mean he gets the same parfum as well.
At level 12, the chances improve to Success 60%, Failure 30%, and Random 10%. The perfumer can now also reformulate his parfums into another parfum of a different mood, as long as it is still of the same grade as the original. The chances for this type of reformulation are Success 30%, Failure 60%, and Random 10%.
At level 18, the chances improve to Success 70%, Failure 20%, and Random 10% for reformulation to a parfum of the same mood and Success 40%, Failure 50%, and Random 10% for reformulation into a parfum of a different mood. The Perfumer can now also reformulate his parfums into a parfum of higher grade. The Perfumer can only create parfums of the same mood, and he would need the equivalent number of essential oil as raw material for the new parfum (to create a grade I parfum, you would need 2 grade IV parfums of the same mood, 3 grade V parfums, or 1 grade VI and 1 grade II parfums, or other similar combinations). The chances for this type of reformulation are Success 30%, Failure 60%, and Random 10%.
Perfumer Elite (Ex): The Perfumer has become one of the best in the business of creating parfums. Due to his renowned status as a perfumer, the Perfumer's mundane versions of his perfumes fetch 3 times their original market value.
As an elite Perfumer, he can obtain raw materials for making his perfumes at half the original price.
Formulation SP (Ex): At 12th level, whenever the Perfumer hits a creature immune to his parfums with a melee attack, he can spend the next round to modify an existing parfum to affect it. This is a full round action, and must be done within 3 rounds after a successful melee attack. The Perfumer can only modify one parfum per instance of this ability and the parfum effect can affect any other creature with the same type and subtype as the target.
Hidden Tones (Ex): At 15th level, when a creature fails its save against any parfum effect, every parfum effect that will affect it after that have their DCs increased by 4. Every parfum effect after 5 (total) automatically succeeds.
Achieving Harmony (Ex): At level 16, the Perfumer learns to create more stable parfums that last longer. Parfums now last for 2 days instead of 1. Unused parfums do not count against the total number of parfums that can be created the next day.
Perfumer Extraordinaire (Ex): The Perfumer has become the master of creating parfums. Due to his legendary status as a perfumer, the Perfumer's mundane versions of his perfumes now fetch 10 times their original market value.
As a master Perfumer, his preparation of parfums now becomes so efficient that he only requires half of the normal essential oils required in creating them, as well as half the additional cost of the added raw materials (stacks with the effect of Perfumer Elite, effectively reducing cost to 1/4 the original value).
Also, some of his abilities improve as follows: cost of higher concentration parfums created by the Concentrations ability are lowered by .5; Haphazard Reformulation percentages improves to Success 80%, Failure 10%, Random 10% for same grade same mood reformulations, Success 60%, Failure 30%, Random 10% for same grade different mood reformulations, and Success 50%, Failure 40%, Random 10% for higher grade reformulations; the Test Subject ability now makes him immune even to poisons and diseases of any source.
http://upload.wikimedia.org/wikipedia/commons/6/6f/Bernard_Picart_-_The_Perfumer.jpg
"Ahhh, can you smell it? The sweet scent of your defeat." – Jacques Villeu, a Perfumer
Adventures: Perfumers roam the lands in search for new scents. It can be said that it is their nose that drives them, taking them to wherever new scent captivates them. They are constantly in search for new herbs and other sources for their perfumes, and most of the rarest ingredients can be found at the most dangerous of places. Conversely, they are looking to gain fame for their products, and what better way to advertise their fragrances than having mighty warriors and wizards wear them.
Characteristics: The signature of any Perfumer is his use of his parfums. Parfums can boost the Perfumer and his allies or bring debilitating effects to his enemies, gaining more advantage for each effect that his enemies suffer.
Perfumers are decent combatants, relying on finesse and clever strategies rather than outright physical prowess. They also have learned to take advantage of enemies suffering from their parfum effects, timing their attacks on openings given by the effects to do additional damage.
Alignment: Perfumers can be of any alignment. Those who like to venture out onto the world value their freedom to go anywhere they decide, and wherever there is news of a rare ingredient for his perfumes. Those who prefer to stay in cities opt to abide the law or use underhanded methods to achieve fame and a place for their perfumes in the markets.
Religion: Most Perfumers would worship Farlanghn, being on the roads more often than not. Others even look to Corellon Larethian, patron god of music and the arts, even those Perfumers who are not elves. Good Perfumers also look to Pelor to guide them on their travels. Evil Perfumers might even look to Erthynul for guidance.
Background: A Perfumer usually trains as an apprentice under a master Perfumer until he is deemed ready to be called a Perfumer. Others who possess prodigious talents start out on their own, mimicking perfumes or even coming upon formulations by themselves. All of them though, share the common prerequisite of having an uncanny olfactory sense.
Races: Perfumers could come from any race, as the art of perfumery takes many forms. Humans, with their propensity to adorn themselves with colors and scents produce lots of Perfumers. Elves, orcs, dwarves, and gnomes also have Perfumers.
Other Classes: Perfumers are generally tolerable with other classes. Indeed they perform best with others, boosting them with parfums, and benefitting from their melee protection as well as magic. Perfumers generally possess very good social skills, and can pose as the part leader.
Role: Perfumers are primarily support, though they can also fill the rolls of secondary melee or ranged fighter. Parfums give them the ability to do almost all roles at a lesser degree, and the ability to use scrolls and wands also give the more options.
Adaptation: Perfumers can easily fit into any campaign setting.
GAME RULE INFORMATION
The Perfumer has the following game statistics.
Abilities: Charisma is the most important ability for the Perfumer, as it affects the effectiveness of his parfums, as well as some of the effects. Strength or Dexterity also helps to hit and do some damage with their attacks. Constitution always helps for the Perfumer’s rather low hit die.
Alignment: Any.
Hit Die: d6.
Starting Age: As bard.
Starting Gold: As bard
Class Skills
The Perfumer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The Perfumer
Level
BAB
Fort
Ref
Will
Special
Parfum Grades and Moods Known
Essential Oils per Day
1st
+0
+2
+0
+2
Aromachology, Bee Sting +1d6, Scent
Grade VI, 2 moods
2
2nd
+1
+3
+0
+3
Flame Tricks, Test Subject
-
3
3rd
+2
+3
+1
+3
Bee Sting +2d6, Parfum Concentrations (Eau de Cologne)
-
4
4th
+3
+4
+1
+4
Allergic Reaction 20%
Grade V, 2 moods
8
5th
+3
+4
+1
+4
Bee Sting +3d6
-
10
6th
+4
+5
+2
+5
Haphazard Reformulation
-
12
7th
+5
+5
+2
+5
Bee Sting +4d6
Grade IV, 3 moods
18
8th
+6/+1
+6
+2
+6
Parfum Concentrations (Eau de Toilette)
-
21
9th
+6/+1
+6
+3
+6
Bee Sting +5d6
-
24
10th
+7/+2
+7
+3
+7
Perfumer Elite
Grade III, 3 moods
32
11th
+8/+3
+7
+3
+7
Bee Sting +6d6
-
36
12th
+9/+4
+8
+4
+8
Formulation SP
-
40
13th
+9/+4
+8
+4
+8
Bee Sting +7d6, Parfum Concentrations (Eau de Parfum)
Grade II, 4 moods
50
14th
+10/+5
+9
+4
+9
Allergic Reaction 50%
-
55
15th
+11/+6/+1
+9
+5
+9
Bee Sting +8d6, Hidden Tones
-
60
16th
+12/+7/+2
+10
+5
+10
Achieving Harmony
Grade I, 4 moods
72
17th
+12/+7/+2
+10
+5
+10
Bee Sting +9d6
-
78
18th
+13/+8/+3
+11
+6
+11
Parfum Concentrations (Perfume Extract)
-
84
19th
+14/+9/+4
+11
+6
+11
Bee Sting +10d6
Grade I, 5 moods
90
20th
+15/+10/+5/
+12
+6
+12
Perfumer Extraordinaire
-
96
Class Features
All of the following are class features of the Perfumer.
Weapon and Armor Proficiencies: The Perfumer is proficent with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. The Perfumer is proficient with light armor and shields (except tower shields).
Aromachology: Through experience and research, Perfumers grasp the vital connection between the different scents and other components of perfumes to the mind and body. Through time, they have perfected this art to produce parfums.
Parfums are volatile types of perfume that drastically affect the mind and body of any creature. Due to their volatile nature, they only last for 24 hours. The need for meticulous handling in preparation limits the Perfumer to a specific number of parfums he can create per day in terms of essential oils as shown in the table above. Furthermore, they can only prepare parfums from 2 different moods at level 1, 3 at level 7, 4 at level 13, and all moods at level 19.
Parfums exist in varying grades, from Grade VI to Grade I, with Grade VI being the lowest grade and Grade I the most potent of parfums. The Perfumer begins play knowing Grade VI parfum, and at 4th, 7th, 10th, 13th, and 16th levels, he can create and use Grades V, IV, III, II, and I parfums respectively.
Creating one perfume costs a certain dose of essential oil plus a specific amount to cover the various aromatic compounds from different herbs required for one particular parfum. Grade VI parfums cost one dose of essential oil to create, and higher grades cost 1 additional essential oil per grade higher than VI; Grade V cost 2 doses, Grade IV cost 3, and so on.
Parfums effects are extraordinary effects, and act as inhaled poisons, unless otherwise noted. They can either be personal, sprayed by using perfume sprays, affecting a single target and including the 5-foot radius around, or splash, thrown in perfume bottles that affect an area of 30 feet in radius upon breaking. Applied parfums last 1 hour per class level, and they can affect any creature that comes within its range. A moderate wind or stronger disperses parfum effects after 1 round. Duration for each parfum effect (when it affects a creature) varies for each parfum, as shown in their description. The save DC for a parfum effect is 10 + Parfum Grade Value + the Perfumer's Charisma modifier. Parfum Grade Value for Grade VI Parfums is 1, 2 for Grade V, 3 for Grade IV, and so on.
Parfums attack the brain, subsequently affecting the whole body. As such, parfums do not work on constructs, undead, and other mindless creatures, as well as creatures with Intelligence scores lower than 3.
Essential Oils: The base component of any perfume is essential oils. The Perfumer gains the ability to process a number of essential oils per day as given in the table above. The Perfumer also gains bonus number of essential oils per day equal to his Charisma modifier divided by 2 rounded down (0 minimum).
Essential oils are readily available to be bought in bulk or pieces from perfumeries, or can be crafted by the Perfumer himself if he has the necessary raw materials. Each dose costs 10 gold pieces, and this cost is separate from the cost shown in each parfum’s description.
Bee Sting: Beginning at 1st level, whenever a creature is affected by a parfum effect, the Perfumer can do a swift action Bluff check to perform a feint. When the feint is successful, he inflicts 1d6 more damage for each of his attacks on that target until the next round. This bonus damage increases by an additional 1d6 damage every 2 levels thereafter.
Scent (Ex): Born with the gift of superior olfactory faculties and enhanced by training, the Nose can distinguish any form of scent from each other on a level similar to creatures such as hounds. At 1st level, the Nose gains the Scent ability. Furthermore, he can locate any creature within 30 feet as if he has blindsense. This uses his sense of smell; any creature that has an ability to hide its scent cannot be detected by the Perfumer.
Flame Tricks (Ex): At 2nd level, the Perfumer can use his parfums to set ablaze his enemies. As a standard action, the Perfumer can use his perfume spray to light one adjacent creature on fire, dealing damage equal to 1d6 multiplied by the Perfume Grade Value of the parfum used. The target can roll a Reflex save with DC equal to 10 + the Perfume Grade Value of the parfum used + Cha mod. This ability needs one dose of parfum. The Perfumer also needs to be holding a fire source to work, like a torch. This also works when the creature is already on fire.
Alternatively, whenever a parfum is used as a splash weapon, when it comes in contact with a fire source within its range, this results in an explosion, causing fire damage to every creature within range equal to 1d6 multiplied by the Perfume Grade Value of the parfum used. All creatures caught in the area can roll a Reflex save with DC equal to 10 + the Perfume Grade Value of the parfum used + Cha mod to half the damage. This uses up all the parfum in the area, ending the parfum effect. Parfums are very volatile and lose their flammability fast, so he fire source must be introduced into the area within 3 rounds that the parfum is used, else the parfum becomes inert.
Test Subject (Ex): By using himself as a test subject for creating new parfums, the Perfumer becomes more resistant to their effects. At 2nd level, the Perfumer becomes immune to harmful effects of his parfums. He also becomes immune to diseases and poisons from non-magical sources.
Parfum Concentrations: At 3rd level, the Perfumer can mix more potent versions of his parfums. Starting at 3rd level, the Perfumer can make an Eau de Cologne version of his parfums, and he can make more concentrated versions every 5 levels after level 3. These higher concentrations increase the DCs, duration (add number to total class level for purpose of calculating duration), and area of effect of parfum effects (values given are for splash area; for personal area bonus, divide values by 2 rounded down). However, they cost more essential oils than their normal versions, as shown in the Table: Parfum Concentrations.
Table: Parfum Concentrations
Concentration
DC
Duration
Intensity
Area of Effect
Essential Oil Cost
Eau de Cologne
+1
+1 level
Strong
+5 feet
x1.5
Eau de Toilette
+2
+2 levels
Strong
+10 feet
x2
Eau de Parfum
+3
+3 levels
Severe
+15 feet
x2.5
Perfume Extract
+4
+4 levels
Severe
+20 feet
x3
Allergic Reaction (Ex): At 4th level, when a creature successfully saves against any perfume effect, it can develop an allergic reaction. The creature has a 20% chance to develop an allergic reaction, which increases to 50% at level 14. Roll the percentage die to determine the type of allergic reaction the creature suffers from the following table:
Table: Allergic Reactions
%d
Allergic Reaction
Effect
0-19
Sneezing
The target creature sneezes uncontrollably. Any ability or spell that the creature would perform while still afflicted by sneezing would require a DC 15 or fail (DC 20 for those with verbal component). Also, creatures receive a -10 penalty to Hide checks and ends invisibility or similar effects.
20-39
Watery Eyes
The target creature’s eyes produce tears at an abnormal rate. The creature receives a -2 penalty to attacks and -4 to Spot checks.
40-59
Runny Nose
The target creature produces uncontrollable amounts of mucous. The creature must spend a move action each round this allergic reaction is in effect to clear this mucous or suffocate.
60-79
Skin Rashes
The target creature is stricken with itchy skin rashes. The creature receives a -2 penalty to AC for leaving openings when it tries to scratch itself.
80-99
Migraine
The target creature suffers a head splitting migraine. The creature receives a -2 to all saves.
00
2 Allergies
Roll for 2 Allergies to affect the target. Roll again for another 2 if you get another 100 (3 total Allergies), get affected by all Allergies above when you roll 3 00s or more.
This ability only triggers once per round, and lasts for 2 round at level 4 and 5 rounds at level 14. The creature has to succeed a Fort save with a DC of 10 + 1/2 class levels + Cha mod to negate this effect. Creatures who succeed in their Fort save are immune to this ability for 24 hours. The effects bestowed by this ability are treated as diseases for the purpose of harmful-effect removing spells.
Haphazard Reformulation (Ex): At 6th level, the Perfumer can alter his existing perfumes to create another perfume. By using one perfume of a certain mood and grade as a base, he can create another perfume of the same mood and grade by spending half the cost of the new perfume in materials. This is a full round action that provokes an attack of opportunity. Also, with the haphazard way of creating the perfume, this ability has a Success chance of 50%, a Failure chance of 40%, and a Random chance of 10%. Success means the Perfumer successfully creates the intended parfum. Failure means the attempt is a failure and all the materials used are wasted. Random means the Perfumer produces a random parfum of the same grade and the same mood. This could mean he gets the same parfum as well.
At level 12, the chances improve to Success 60%, Failure 30%, and Random 10%. The perfumer can now also reformulate his parfums into another parfum of a different mood, as long as it is still of the same grade as the original. The chances for this type of reformulation are Success 30%, Failure 60%, and Random 10%.
At level 18, the chances improve to Success 70%, Failure 20%, and Random 10% for reformulation to a parfum of the same mood and Success 40%, Failure 50%, and Random 10% for reformulation into a parfum of a different mood. The Perfumer can now also reformulate his parfums into a parfum of higher grade. The Perfumer can only create parfums of the same mood, and he would need the equivalent number of essential oil as raw material for the new parfum (to create a grade I parfum, you would need 2 grade IV parfums of the same mood, 3 grade V parfums, or 1 grade VI and 1 grade II parfums, or other similar combinations). The chances for this type of reformulation are Success 30%, Failure 60%, and Random 10%.
Perfumer Elite (Ex): The Perfumer has become one of the best in the business of creating parfums. Due to his renowned status as a perfumer, the Perfumer's mundane versions of his perfumes fetch 3 times their original market value.
As an elite Perfumer, he can obtain raw materials for making his perfumes at half the original price.
Formulation SP (Ex): At 12th level, whenever the Perfumer hits a creature immune to his parfums with a melee attack, he can spend the next round to modify an existing parfum to affect it. This is a full round action, and must be done within 3 rounds after a successful melee attack. The Perfumer can only modify one parfum per instance of this ability and the parfum effect can affect any other creature with the same type and subtype as the target.
Hidden Tones (Ex): At 15th level, when a creature fails its save against any parfum effect, every parfum effect that will affect it after that have their DCs increased by 4. Every parfum effect after 5 (total) automatically succeeds.
Achieving Harmony (Ex): At level 16, the Perfumer learns to create more stable parfums that last longer. Parfums now last for 2 days instead of 1. Unused parfums do not count against the total number of parfums that can be created the next day.
Perfumer Extraordinaire (Ex): The Perfumer has become the master of creating parfums. Due to his legendary status as a perfumer, the Perfumer's mundane versions of his perfumes now fetch 10 times their original market value.
As a master Perfumer, his preparation of parfums now becomes so efficient that he only requires half of the normal essential oils required in creating them, as well as half the additional cost of the added raw materials (stacks with the effect of Perfumer Elite, effectively reducing cost to 1/4 the original value).
Also, some of his abilities improve as follows: cost of higher concentration parfums created by the Concentrations ability are lowered by .5; Haphazard Reformulation percentages improves to Success 80%, Failure 10%, Random 10% for same grade same mood reformulations, Success 60%, Failure 30%, Random 10% for same grade different mood reformulations, and Success 50%, Failure 40%, Random 10% for higher grade reformulations; the Test Subject ability now makes him immune even to poisons and diseases of any source.