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Xuldarinar
2014-03-21, 06:08 AM
BLOOD-DRAUGHT ALCHEMIST
-Some alchemists, rather than practicing traditional alchemy, are capable of spontaneously forming the compounds necessary to create elixirs within their own bloodstream.

-Internal Alchemy (Su): Blood-Draught Alchemists form alchemical combinations within their own bodies that can be used to store spell effects. In effect, the alchemist ingests or injects vital unguents that react with the bloodstream to form nascent potions, activated by outside stimuli or by raw force of will.
-A blood-draught alchemist can create three special types of magical items - blood draughts, cognatogens, and mutagens. While the later two hold vast transformative power, the former is most varied. As they exist purely within the medium of your own blood, blood-draughts may not be shared with others, even through the infusion discovery. When a blood-draught alchemist would use an extraction or a similar ability that would normally have a costly material component, in place of this they instead take damage based on the component's cost, as shown on table 1-1. If this would be something applied to another creature or create another creature, such as the Alchemical Simulacrum Discovery, the blood-draught alchemist must cut themselves to draw out the blood for the desired effect. This, performed as a free action, inflicts 1 point of damage to the blood-draught alchemist. Otherwise, they function as normal alchemical extracts that can be activated as a move action.
-While the process of using blood draughts is nearly identical to the process used for extracts, a blood-draught alchemist requires no formula book, retaining their repertoire mentally. Rather than learning their repertoire as standard alchemists, their method of acquiring their extractions known is not entirely dissimilar to that of bards and sorcerers. Refer to table 1-2 below for extractions known.
-As a result of your rampant internal alchemy, you are blessed with unique anatomy. You gain preserved organs, tentacle, or vestigial arm as a bonus discovery at 1st level. This ability modifies Alchemy and replaces Brew Potion.

Table 1-1: Blood Component Costs
Component Cost (gp)Damage Dealt
1-505
51-30011
301-75017
751+23


Table 1-2: Blood-Draught Alchemist Extractions Known
Level1st2nd3rd4th5th6th
1st2-----
2nd3-----
3rd4-----
4th42----
5th43----
6th44----
7th542---
8th543---
9th5442--
10th5543--
11th6544--
12th6544--
13th65542-
14th66543-
15th66554-
16th665542
17th666543
18th666544
19th666654
20th666655

-Haemogen: At 1st level, you gain the ability to create both mutagens and cognatogens, which are created and activated within you just as blood draughts are. You may create up to two total cognatogens and/or mutagens each day, plus an additional cognatogen or mutagen at each subsequent odd level. You may only benefit from a single cognatogen or mutagen at a time, however. While under the effects of a cognatogen or mutagen, you may add your highest ability score modifier to damage rolls. This ability modifies Mutagen and replaces Bomb and Throw Anything.
-Superior Mutation: At 2nd level, you gain improved power while under the benefits of a mutagen or cognatogen. At 2nd level and every 4 levels afterwards, you may select advanced mutagen as a master chymist of a level equal to your alchemist level. These abilities apply whether currently benefitting from a mutagen or cognatogen. This replaces Poison Use, Swift Poisoning, and discoveries gained at 10th, 14th, and 18th levels.
-Discoveries: The following discoveries compliment the Blood-Draught Alchemist archetype: Alchemy of the Blood, Combine Extracts, Spontaneous Healing, and Tumor Familiar.

-Alchemy of the Blood: The blood-draught alchemist learns how to create mundane alchemical items using their own blood. When attempting to create such items, they must deal 1 point of damage to themselves as well as sacrifice additional hit points based on the cost usually required to create the item. With alchemical items where otherwise mundane items is turned into alchemical items, such as smokesticks, sunrods, tanglefoot bags, thunderstones, and tindertwigs, the blood-draught alchemist is required to provide the item their blood is to be applied to (for instance, an iron rod for a sunrod). Producing alchemical items in this fashion requires a move action.

Realms of Chaos
2014-03-21, 10:43 AM
BLOOD-DRAUGHT ALCHEMIST
Some alchemists, rather than practicing traditional alchemy, are capable of spontaneously forming the compounds necessary to create elixirs within their own bloodstream.

Internal Alchemy (Su): Blood-Draught Alchemists form alchemical combinations within their own bodies that can be used to store spell effects. In effect, the alchemist ingests or injects vital unguents that react with the bloodstream to form nascent potions, activated by outside stimuli or by raw force of will.

A blood-draught alchemist can create three special types of magical items - blood draughts, cognatogens, and mutagens. While the later two hold vast transformative power, the former is most varied. As they exist purely within the medium of your own blood, blood-draughts may not be shared with others by any means (even through the infusion discovery). Otherwise, they function as normal alchemical extracts that can be activated as a move action.

While the process of learning, preparing, and using blood draughts is nearly identical to the process used for extracts, a blood-draught alchemist requires no formula book, retaining their repertoire mentally. They are still capable of adding to their repertoire using the normal cost and time, however.

As a result of your rampant internal alchemy, you are blessed with unique anatomy. You gain preserved organs, tentacle, or vestigial arm as a bonus discovery at level one. This ability modifies Alchemy and replaces Brew Potion.

Superior Mutation: At 1st level, you gain the ability to create both mutagens and cognatogens, which are created and activated within you just as blood draughts are. You may create up to two total cognatogens and/or mutagens each day, plus an additional cognatogen or mutagen at each subsequent odd level. You may only benefit from a single cognatogen or mutagen at a time, however. While under the effects of a cognatogen or mutagen, you may add your highest ability score modifier to damage rolls. This ability modifies Mutagen and replaces Bomb and Throw Anything.

Superior Mutation: At 2nd level, you gain improved power while under the benefits of a mutagen or cognatogen. At 2nd level and every 4 levels afterwards, you may select advanced mutagen as a master chymist of a level equal to your alchemist level. These abilities apply whether currently benefitting from a mutagen or cognatogen. This replaces Poison Use, Swift Poisoning, and discoveries gained at 10th, 14th, and 18th levels.



Of course, that's just a very very rough draft and I'm not sure if it would be overpowered (or unplayably bad).

Edit: curses. Typed too slowly.

Xuldarinar
2014-03-21, 10:53 AM
BLOOD-DRAUGHT ALCHEMIST
Some alchemists, rather than practicing traditional alchemy, are capable of spontaneously forming the compounds necessary to create elixirs within their own bloodstream.

Internal Alchemy (Su): Blood-Draught Alchemists form alchemical combinations within their own bodies that can be used to store spell effects. In effect, the alchemist ingests or injects vital unguents that react with the bloodstream to form nascent potions, activated by outside stimuli or by raw force of will.

A blood-draught alchemist can create three special types of magical items - blood draughts, cognatogens, and mutagens. While the later two hold vast transformative power, the former is most varied. As they exist purely within the medium of your own blood, blood-draughts may not be shared with others by any means (even through the infusion discovery). Otherwise, they function as normal alchemical extracts that can be activated as a move action.

While the process of learning, preparing, and using blood draughts is nearly identical to the process used for extracts, a blood-draught alchemist requires no formula book, retaining their repertoire mentally. They are still capable of adding to their repertoire using the normal cost and time, however.

As a result of your rampant internal alchemy, you are blessed with unique anatomy. You gain preserved organs, tentacle, or vestigial arm as a bonus discovery at level one. This ability modifies Alchemy and replaces Brew Potion.

Superior Mutation: At 1st level, you gain the ability to create both mutagens and cognatogens, which are created and activated within you just as blood draughts are. You may create up to two total cognatogens and/or mutagens each day, plus an additional cognatogen or mutagen at each subsequent odd level. You may only benefit from a single cognatogen or mutagen at a time, however. While under the effects of a cognatogen or mutagen, you may add your highest ability score modifier to damage rolls. This ability modifies Mutagen and replaces Bomb and Throw Anything.

Superior Mutation: At 2nd level, you gain improved power while under the benefits of a mutagen or cognatogen. At 2nd level and every 4 levels afterwards, you may select advanced mutagen as a master chymist of a level equal to your alchemist level. These abilities apply whether currently benefitting from a mutagen or cognatogen. This replaces Poison Use, Swift Poisoning, and discoveries gained at 10th, 14th, and 18th levels.



Of course, that's just a very very rough draft and I'm not sure if it would be overpowered (or unplayably bad).

Edit: curses. Typed too slowly.

Thats interesting, and I am glad to see some input. Not precisely the approach I was thinking of, but I'll be the first to admit I do not always have the best approach.


edit: I think i'll steal it and tweak it.