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View Full Version : D&D 3.x Class Alchemy in 3.5-- Major Rework of the Pathfinder rules-- NOW WITHOUT DOWNLOADS!



Grod_The_Giant
2015-08-31, 08:03 PM
I'll open with a disclaimer: there's nothing wrong with the Alchemist as written. Not really. It and its cousin, the Investigator, are well-balanced tier 3 classes. (And the latter numbers among my all-time favorite 3.x characters). There are a few things that bug me about the classes, though:


I don't like how limited the Alchemist's bombs are-- you get too few/day for me to really feel comfortable specializing in them, especially if you invest in Rapid Bombs and similar abilities to get reliable damage.
Bombs and Mutagen seem like too much, even if they really aren't.
Weird semi-functional support for poisons-- you can almost make them reliable, but not quite.
Potions and Extracts being technically different things just seems untidy, somehow.
The Investigator having the exact same extract list as the Alchemist strikes me as lazy design.
Too many different "free inspiration with X skills" discoveries, none of which quite seem worth it.
Int-to-everything functionality being hidden behind traits, archetypes, and feats is irritating
No good alchemical warrior

But most of all... alchemy feels too much like magic. While there are a few edge cases, 95% of the time playing my Investigator feels pretty much like playing a standard spellbook caster.
So with that in mind, here's my replacement, which will hopefully feel a little bit more distinct. I've reworked the Alchemist and the Investigator, and added a warrior/alchemist hybrid: the Witcher (https://en.wikipedia.org/wiki/The_Witcher). The basic idea is that instead of spells/day, you get a crafting reserve-- like the Artificer, but with gold instead of experience. Crafting extracts comes out of your "Alchemy Lab" fund, with the cost remaining subtracted until the extract is used. I also did cheap things like weird spell level progressions (Alchemist gets 7th level Extracts; the other two get 5th) and weird multi-targetting rules. So without further ado...


Alchemist

Hit Die: d6
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Heal (Wis), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4+ Int modifier.



Level
BAB
Fort
Ref
Will
Special
Path Discoveries
Other Discoveries
Alchemy Lab (gp)
Maximum Extract Level


1st
+0
+2
+0
+0
Alchemy, Alchemy Lab, The Shoulders of Giants
1
--
50
1


2nd
+1
+3
+0
+0
Potent Alchemy, Discoveries
1
1
75
1


3rd
+2
+3
+1
+1
Double Alchemy
1
1
400
2


4th
+3
+4
+1
+1
Improve Potion
2
1
550
2


5th
+3
+4
+1
+1

2
2
700
2


6th
+4
+5
+2
+2

2
2
1600
3


7th
+5
+5
+2
+2

3
2
2050
3


8th
+6/+1
+6
+2
+2
Combine Extracts
3
3
2500
3


9th
+6/+1
+6
+3
+3

3
3
4300
4


10th
+7/+2
+7
+3
+3

4
3
5200
4


11th
+8/+3
+7
+3
+3

4
4
6100
4


12th
+9/+4
+8
+4
+4
Unchecked Creation (1st)
4
4
9100
5


13th
+9/+4
+8
+4
+4

5
4
10600
5


14th
+10/+5
+9
+4
+4

5
5
12100
5


15th
+11/+6/+1
+9
+5
+5
Unchecked Creation (2nd)
5
5
16600
6


16th
+12/+7/+2
+10
+5
+5

6
5
18850
6


17th
+12/+7/+2
+10
+5
+5
Instant Alchemy
6
6
21100
6


18th
+13/+8/+3
+11
+6
+6
Unchecked Creation (3rd)
6
6
27400
7


19th
+14/+9/+4
+11
+6
+6

7
6
30550
7


20th
+15/+10/+5
+12
+6
+6
Philosopher’s Stone
7
7
33700
7



Alchemy (Su): Alchemists are, indisputably, masters of alchemical substances. Alchemists gain a perfection bonus to Craft (Alchemy) equal to their class level, and create mundane alchemical items at twice the normal speed. In addition, they may identify potions and other alchemical items, as the Identify spell, with a successful Craft (Alchemy) check, with a DC of 15+potion level. But any petty dabbler can do such things. An Alchemist's true mastery is in his preparation of Extracts.

Extracts are, essentially, spells in potion form, although their power is much greater. As such their effects can be dispelled by effects like dispel magic using the Alchemist's level as the caster level. Just like a potion, drinking an Extract is a standard action that provokes attacks of opportunity. No special training is needed to benefit from an Extract-- anyone who drinks one is affected normally.

Extracts have a caster level equal to the Alchemist's class level. The save DC against an Extract, if relevant, is equal to 10 + Extract level + the Alchemist's Intelligence modifier. An Alchemist only knows how to prepare a limited number of Extracts, as shown on the table below:

Extracts Known


Level
1st
2nd
3rd
4th
5th
6th
7th


1st
4








2nd
6








3rd
8
4







4th
10
6







5th
10
8







6th
10
10
4






7th
10
10
6






8th
10
10
8






9th
10
10
10
4





10th
10
10
10
6





11th
10
10
10
8





12th
10
10
10
10
4




13th
10
10
10
10
6




14th
10
10
10
10
8




15th
10
10
10
10
10
4



16th
10
10
10
10
10
6



17th
10
10
10
10
10
8



18th
10
10
10
10
10
10
4


19th
10
10
10
10
10
10
6


20th
10
10
10
10
10
10
8



Unlike Clerics and Wizards, Alchemists aren't limited by how much magic they can channel. However, they are limited by how many reagents they have available. To craft an Extract, an Alchemist must use up raw materials with a cost of (Extract level x the minimum caster level x 25) in a process taking one minute.



Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th


Cost
0
25
150
450
900
1500
2250
3150



Once crafted, an Extract retains its potency for one day per point of Intelligence modifier, although an Alchemist may refresh an Extract as a full-round action which provokes an attack of opportunity, and which does not have a material cost. Alternately, he may make an Extract last indefinitely (or at least until consumed) by spending experience points equal to 1/25 the cost of the raw materials.

When creating an Extract of a spell which normally has multiple targets, such as Haste, an Alchemist may make one dose for every potential target. Drinking a dose works just like drinking an Extract. However, creatures may not benefit from more than one dose in the same batch-- if they attempt to drink another, they are instead nauseated for one round per level of the Extract. For example, a 5th level Alchemist could prepare 5 doses of a Haste Extract, at a cost of 450 gold. (If you wish to prepare multiple copies of one Extract, it may be easiest to note the doses as separate potions, but label each one with the batch—for example, “5x Haste A doses, 5x Haste B doses”)

An Alchemist is treated as having a caster level equal to his Alchemist level. He may learn metamagic feats and apply them to his Extracts at the time of their creation, paying the cost of a higher-level Extract as normal. Just like a wizard, he cannot brew an Extract whose adjusted level is higher than that of the highest level Extract he can create.

Finally, the Alchemist may retrieve and drink an Extract as a standard action that provokes an attack of opportunity, even if it would normally take longer to obtain the Extract from a backpack or other storage unit. This ability counts as the feat Brew Potion for the purposes of prerequisites.

Alchemy Lab (Ex): An Alchemist wouldn't be very effective if he had to buy all his ingredients in a store, of course. Whenever he has access to his own storage items—backpacks, saddlebags, and so on-- an Alchemist can be assumed to have a stock of reagents he's scrounged up from plants in the area, defeated monsters, the contents of his pockets, and so on. The total value of the stock is shown on the class table. When crafting an Extract or an alchemical item, he may pay for it using the contents of his Alchemy Lab instead of gold. Once created, the Extract (or item) continues to count against the contents of the Lab until it is consumed or destroyed.

An Alchemist may refill his Alchemy lab up to its maximum capacity (minus the cost of any Extracts or items still crafted) by spending one hour foraging, scrounging, and re-mixing reagents. Once he's done, he cannot forage again until he has rested for at least 8 hours. Where you forage doesn’t matter-- the Alchemist will always refill his Alchemy Lab to the appropriate level, regardless of local conditions.

An Alchemist clever Alchemist can come up with more regaents than a dull one. He gains bonus gold in his Alchemy Lab equal to his Intelligence modifier times 10.

(Note that the name “Alchemy Lab” isn’t literal, and the “foraging” is abstract. This ability essentially gives you a certain amount of gold/day to spend on Extracts)




Level
1st
2nd
3rd
4th
5th
6th
7th


1st
2








2nd
3








3rd
4
2







4th
4
3







5th
4
4







6th
4
4
2






7th
4
4
3






8th
4
4
4






9th
4
4
4
2





10th
4
4
4
3





11th
4
4
4
4





12th
4
4
4
4
2




13th
4
4
4
4
3




14th
4
4
4
4
4




15th
4
4
4
4
4
2



16th
4
4
4
4
4
3



17th
4
4
4
4
4
4



18th
4
4
4
4
4
4
2


19th
4
4
4
4
4
4
3


20th
4
4
4
4
4
4
4




The Shoulders of Giants: At first level, an Alchemist selects one of five legendary Alchemists to strive to emulate. At 1st level, and every subsequent 3rd level (4th, 7th, and so on), he gains a specific discovery, as shown on the table below. See the "Discovery" class feature for details on how discoveries function.
Those who Robur the Conqueror idolize work to uncover the mysteries of explosives, creating bombs of ever-increasing power and variety.
Those who idolize Dr. Henry Jekyll push their bodies to the limit and beyond, creating mutagenic potions to enhance natural skills and twist themselves into new forms.
Those who idolize see Dr. Faustus find themselves fascinated less be life than by its destruction, creating ever more potent poisons.
Those who idolize Baron Victor von Frankenstein seek to understand the mysteries of life itself, creating (mostly) living servants out of unliving matter.
Those who idolize Dr. Moreau turn their alchemical and surgical skills inwards, rebuilding their own bodies in the pursuit of a very personal vision of perfection.



Level
Robur
Jekyll
Faustus
Frankenstein
Moreau


1st
Bombs
Mutagen
Toxin
Mad Animator
Self-Mutation


4th
Elemental Bombs
Beastiomorphic Mutagen
Improved Toxin
Zombie Animator
Self-Mutation


7th
Gas Bomb
Beastiomorphic Mutagen, Improved
Greater Toxin
Imbued Minion
Self-Mutation


10th
Cluster Bomb
Improved Mutagen
Universal Virulence
Flesh Golem Animator
Rewrite Biology


13th
Superb Bombs
Beastiomorphic Mutagen, Greater
Neurotoxin
Clay Golem Animator
Self-Mutation


16th
Antimagic Bomb
Beastiomorphic Mutagen, Perfected
Deadly Toxin
Iron Golem Animator
Self-Mutation


19th
Final Bomb
Perfect Mutagen
Perfect Toxin
Vampire Animator
Hotwire Biology



Discovery: At 2nd level, and every subsequent 3rd 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. 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.

Potent Alchemy (Ex): Beginning at 2nd level, the base save DC of any alchemical item you create is either 10+1/2 your class level + Intelligence modifier or its original value, whichever is higher.

Double Alchemy (Ex): At 3rd level, an Alchemist learns how to combine two mundane alchemical items into a single flask. When thrown, the mixture has the effects of both component substances and creatures are affected as if hit by both. Alternately, you may mix a double dose of the same item, inflicting double hit point damage and increasing the duration (if applicable) by 2.

Improve Potion (Ex): Beginning at 4th level, an Alchemist may enhance an existing potion to bring it up to his (more exacting) standards. Doing so takes one minute, and consumes materials equal to one-quarter the potion's base price, although you may pay for it using your Alchemy Lab. Once the process is complete, the potion's caster level is equal to your Alchemist level. Potions improved in this fashion do not count against your maximum capacity.

Alternately, you may recycle the potion, destroying it but adding raw materials to your Alchemy lab equal to one-half the potion's base value. You may fill your Alchemy Lab above its maximum capacity this way, although the normal maximum remains in effect when the excess gold is spent.

Combine Extracts: Beginning at 8th level, an Alchemist learns how to apply the principles of mundane Double Alchemy to magic items. He may combine any number of potions or Extracts in a single dose, up to a maximum number equal to his Intelligence modifier. The combined dose has a price equal to the total value of all its components. When drunk, all component Extracts take effect immediately and simultaneously. The duration, however, is that of the shortest Extract in the combination.

If the Extracts you are mixing both have multiple doses—for example, Mass Cure Light Wounds with Mass Cat’s Grace, all doses must be mixed in the same way. Thus, each individual dose would carry the effects of each Extract. You cannot produces more doses of a combined Extract than the single version would produce, however. For example, if you mix Haste and Heroism, you would only be able to produce a single dose, as Heroism only affects one target.

Unchecked Knowledge (Ex): Beginning at 12th level, an Alchemist has enough experience with his art to learn new Extracts almost effortlessly. He may learn any first level Extract by either drinking a potion of the base spell, or by examining a spellbook containing the spell and making a DC 25+spell level Spellcraft check. There is no limit to the number of Extracts he may learn in this fashion.

Beginning at 15th level, he may learn second level Extracts using this ability. He may learn third level Extracts at 18th level.

Instant Alchemy (Su): Beginning at 17th level, an Alchemist may has sufficient skill to mix an Extract almost instantly. A number of times per day equal to his Intelligence modifier, he may brew an Extract as a move action that provokes attacks of opportunity, rather than a one-minute process.

Philosopher's Stone (Su): At 20th level, an Alchemist achieves the pinnacle of his craft: the discovery of the Philosopher's Stone. He may create one such stone for free every week in a process taking one day's worth of work.





Investigator

Hit Die: d8
Class Skills: All
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6+ Int modifier.



Level
BAB
Fort
Ref
Will
Special
Alchemy Lab (gp)
Maximum Extract Level


1st
+0
+0
+2
+2
Alchemy, Alchemy Lab, Inspiration, Studied Combat, Studied Strike, Trapfinding
25
1


2nd
+1
+0
+3
+3
Empirical Facility
50
1


3rd
+2
+1
+3
+3
Investigator Talent
75
1


4th
+3
+1
+4
+4
Empirical Facility
300
2


5th
+3
+1
+4
+4
Empirical Evasion, Investigator Talent
500
2


6th
+4
+2
+5
+5
Fast Swig, Empirical Facility
700
2


7th
+5
+2
+5
+5
Investigator Talent
900
2


8th
+6/+1
+2
+6
+6
Empirical Facility
1500
3


9th
+6/+1
+3
+6
+6
Investigator Talent
2100
3


10th
+7/+2
+3
+7
+7
Combat Inspiration, Empirical Facility
2700
3


11th
+8/+3
+3
+7
+7
Investigator Talent
3300
3


12th
+9/+4
+4
+8
+8
Empirical Facility
4500
4


13th
+9/+4
+4
+8
+8
Investigator Talent
5700
4


14th
+10/+5
+4
+9
+9
Empirical Facility
6900
4


15th
+11/+6/+1
+5
+9
+9
Potent Inspiration, Investigator Talent
8100
4


16th
+12/+7/+2
+5
+10
+10
Empirical Facility
10100
5


17th
+12/+7/+2
+5
+10
+10
Investigator Talent
12100
5


18th
+13/+8/+3
+6
+11
+11
Empirical Facility
14100
5


19th
+14/+9/+4
+6
+11
+11
Investigator Talent
16100
5


20th
+15/+10/+5
+6
+12
+12
Endless Inspiration, Empirical Facility
19100
6



Inspiration (Ex): An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Intelligence-based skill or ability check without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls, damage rolls, initiative checks, and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Studied Combat (Ex): An investigator can use a swift action to study a single enemy that he can see. Upon doing so, he adds his Intelligence modifier as an insight bonus on attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 2 rounds, plus one round per class level, until the target is killed, or until the Investigator studies a new target.

Studied Strike (Ex): An investigator who strikes the target of his Studied Combat ability may choose to end the effect as a free action. If he does, his attack deals an addition 2d6/level precision damage, and he may not study the same target again for the remainder of the encounter.

Alchemy (Su): This ability works just as the Alchemist ability of the same name, except that the Investigator's bonus to Craft (Alchemy) checks is only equal to 2/3 his class level. The costs of an Investigator's Extracts are:


Level
0 lv
1st
2nd
3rd
4th
5th
6th


Cost
0
25
200
600
1200
2000
3000



Just like an Alchemist, an Investigator only knows a limited number of Extracts:


Extracts Known


Level
1st
2nd
3rd
4th
5th
6th


1st
3







2nd
4







3rd
5







4th
6
3






5th
7
4






6th
8
5






7th
8
6






8th
8
7
3





9th
8
8
4





10th
8
8
5





11th
8
8
6





12th
8
8
7
3




13th
8
8
8
4




14th
8
8
8
5




15th
8
8
8
6




16th
8
8
8
7
3



17th
8
8
8
8
4



18th
8
8
8
8
5



19th
8
8
8
8
6



20th
8
8
8
8
7
3



Alchemy Lab (Ex): This ability works just as the Alchemist ability of the same name.




Level
1st
2nd
3rd
4th
5th
6th


1st
2







2nd
3







3rd
4







4th
4
2






5th
4
3






6th
4
4






7th
4
4






8th
4
4
2





9th
4
4
3





10th
4
4
4





11th
4
4
4





12th
4
4
4
2




13th
4
4
4
3




14th
4
4
4
4




15th
4
4
4
4




16th
4
4
4
4
2



17th
4
4
4
4
3



18th
4
4
4
4
4



19th
4
4
4
4
4


[tr]
20th
4
4
4
4
4
[td]2


Trapfinding (Ex): Investigators can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Investigators can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Investigator who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Empirical Facility (Ex): Beginning at 2nd level, and each subsequent even-numbered level, an Investigator may select one skill and use his Intelligence modifier in place of whatever ability is normally added to the skill. In addition to the obvious effects, this allows him to use Inspiration freely with that skill.

Investigator Talent (Ex): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

Empirical Evasion (Ex): Beginning at 5th level, an Investigator gains an insight bonus to all saving throws equal to his Intelligence modifier.

Fast Swig (Ex): Beginning at 6th level, an Investigator may drink potions, elixirs, Extracts, and similar items as a swift action that does not provoke attacks of opportunity.

Combat Inspiration (Ex): Beginning at 10th level, an Investigator only needs to spend one Inspiration Point to gain Inspiration on an attack roll, damage roll, initiative check, or saving throw.

Potent Inspiration (Ex): Beginning at 15th level, the bonus from Inspiration increases to 2d6.

Endless Inspiration (Ex): At 20th level, an Investigator no longer needs Inspiration points. Instead, he automatically gains the benefits of Inspiration on all relevant rolls.



Witcher

Hit Die: d12
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4+ Int modifier.



Level
BAB
Fort
Ref
Will
Special
Alchemy Lab (gp)
Maximum Extract Level


1st
+1
+2
+2
+2
Alchemy, Alchemy Lab, Witcher's Decoction, Track
25
1


2nd
+2
+3
+3
+3
Uncanny Dodge, Metabolic Resilience
50
1


3rd
+3
+3
+3
+3
Expanded Training
75
1


4th
+4
+4
+4
+4
Improved Decoction (+4/+2)
300
2


5th
+5
+4
+4
+4
Infuse Decoction
500
2


6th
+6/+1
+5
+5
+5
Expanded Training
700
2


7th
+7/+2
+5
+5
+5
Improved Uncanny Dodge
900
2


8th
+8/+3
+6
+6
+6
Improved Decoction (+6/+3)
1500
3


9th
+9/+4
+6
+6
+6
Expanded Training
2100
3


10th
+10/+5
+7
+7
+7
Witcher’s Defense
2700
3


11th
+11/+6/+1
+7
+7
+7
Metabolic Immunity
3300
3


12th
+12/+7/+2
+8
+8
+8
Expanded Training, Improved Decoction (+8/+4)
4500
4


13th
+13/+8/+3
+8
+8
+8
Hide in Plain Sight
5700
4


14th
+14/+9/+4
+9
+9
+9
Aggravated Decoction
6900
4


15th
+15/+10/+5
+9
+9
+9
Expanded Training
8100
4


16th
+16/+11/+6/+1
+10
+10
+10
Improved Mutagen (+10/+5)
10100
5


17th
+17/+12/+7/+2
+10
+10
+10

12100
5


18th
+18/+13/+8/+3
+11
+11
+11
Expanded Training
14100
5


19th
+19/+14/+9/+4
+11
+11
+11

16100
5


20th
+20/+15/+10/+5
+12
+12
+12
Perfect Decoction, Improved Decoction (+12/+6)
19100
6



Alchemy (Su): This ability works just as the Alchemist ability of the same name, except that the Witcher's bonus to Craft (Alchemy) checks is only equal to 2/3 his class level. The costs of a Witcher's Extracts are:


Level
0 lv
1st
2nd
3rd
4th
5th
6th


Cost
0
25
200
600
1200
2000
3000



Just like an Alchemist, a Witcher only knows a limited number of Extracts:


Extracts Known


Level
1st
2nd
3rd
4th
5th
6th


1st
2







2nd
3







3rd
4







4th
5
2






5th
6
3






6th
6
4






7th
6
5






8th
6
6
2





9th
6
6
3





10th
6
6
4





11th
6
6
5





12th
6
6
6
2




13th
6
6
6
3




14th
6
6
6
4




15th
6
6
6
5
--



16th
6
6
6
6
2



17th
6
6
6
6
3



18th
6
6
6
6
4



19th
6
6
6
6
5



20th
6
6
6
6
6
2



Alchemy Lab (Ex): This ability functions as the Alchemist ability of the same name.




Level
1st
2nd
3rd
4th
5th
6th


1st
2







2nd
3







3rd
4







4th
4
2






5th
4
3






6th
4
4






7th
4
4






8th
4
4
2





9th
4
4
3





10th
4
4
4





11th
4
4
4





12th
4
4
4
2




13th
4
4
4
3




14th
4
4
4
4




15th
4
4
4
4




16th
4
4
4
4
2



17th
4
4
4
4
3



18th
4
4
4
4
4



19th
4
4
4
4
4



20th
4
4
4
4
4
2



Witcher's Decoction (Su): The foundation of the Witcher's art is the Decoction, a unique brew that enhances their already-potent skills to incredible heights. When consumed, a Decoction provides a +2 alchemical bonus to Strength, Dexterity, Constitution, Spot, Listen, and Search checks, and Survival checks to follow tracks, a +1 alchemical bonus to Natural Armor, and a -2 penalty to Intelligence, Wisdom, and Charisma for 10 minutes per level.

It takes 1 hour to brew a Decoction, and once brewed, it remains potent until used. A Witcher may create one mutagen at a time for free; additional simultaneous Decoctions may be created, but each extra dose costs 100 gold per effective Witcher level, which may be subtracted from his Alchemy Lab just like Extracts.

Non-Witchers cannot benefit from a Decoction. A non-Witcher who drinks a Decoction must make a Fortitude save (DC 10 + 1/2 the Alchemist's level + the Alchemist's Intelligence modifier) or take 1d4 Constitution damage and become nauseated for 1 hour.

At 4th level, and every subsequent 4th level, the bonus to abilities and improves by 2, and the bonus to natural armor improves by 1-- +4 and +2 at 4th level, +6 and +3 at 8th level, and so on, to a maximum of +12 and +6 at 20th level.

Track: At 1st level, a Witcher gains Track as a bonus feat.

Uncanny Dodge (Ex): Beginning at 2nd level, a Witcher retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Witcher already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Metabolic Resilience (Ex): A Witcher's unnatural biology gives him tremendous resistance to foreign attacks. Beginning at 2nd level, he gains a bonus to saves against poison and disease equal to his Constitution modifier plus one-half his class level. In addition, if he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.

Expanded Training (Ex): At 3rd level, and every subsequent 3rd level, a Witcher gains either a fighter bonus feat or an Alchemist discovery. He must qualify for the feat or discovery as normal, for which purposes he counts as an Alchemist of his Witcher level-4. (Thus, he cannot select Discoveries at all until 6th level)

Infuse Decoction (Su): Beginning at 5th level, a Witcher may enhance his Decoction with other effects. He may mix any number of Extracts with a duration of 1 minute/level or greater into his Decoction, up to a maximum number equal to his Intelligence modifier. When drunk, he gains the benefits of all component Extracts for the full duration of the Decoction, beginning immediately and simultaneously. He must pay for all component Extracts normally, and their price counts against the contents of his Alchemy lab until the Decoction is drunk, as normal.

Improved Uncanny Dodge (Ex): At 7th level and higher, a Witcher can no longer be flanked. This defense denies a rogue the ability to sneak attack the Witcher by flanking him, unless the attacker has at least four more rogue levels than the target has Witcher levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Witcher's Defense (Ex): Beginning at 10th level, whenever a Witcher save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Reflex Half or Fortitude partial), he instead completely negates the effect. This ability counts as both Evasion and Mettle for the purposes of prerequisites.

Metabolic Immunity (Ex): Beginning at 11th level, a Witcher gains immunity to poisons and diseases, and a bonus to saves against negative levels and death effects equal to his Constitution modifier plus one-half his class level.

Hide in Plain Sight (Ex): Beginning at 13th level, a Witcher can use the Hide skill even while being observed.

Aggravated Decoction (Su): Beginning at 14th level, a Witcher gains fast healing equal to one-half his Constitution modifier while affected by his Decoction.

Perfect Mutagen (Su): At 20th level, a Witcher no longer takes a penalty to ability scores while under the effects of his Decoction, and the fast healing he gains from his Aggravated Decoction ability improves to regeneration.

Grod_The_Giant
2015-09-03, 07:01 AM
Alchemist Extracts

Level 1 Alchemist Extracts

Accelerated Movement (SpC)
Appraising Touch (SpC)
Arrow Mind (SpC)
Aspect of the Wolf (SpC)
Babau Slime (SpC)
Beast Claws (SpC)
Blood Wind (SpC)
Branch to Branch (SpC)
Camouflage (SpC)
Chill Touch
Claws of the Bear (SpC)
Climb Walls (SpC)
Corrosive Grasp (SpC)
Crabwalk (SpC)
Critical Strike (SpC)
Cure Light Wounds
Cutting Hand (SpC)
Deep Breath (SpC)
Delay Disease (SpC)
Delay Poison
Ebon Eyes (SpC)
Endure Elements
Enlarge Person
Expeditious Retreat
Fist of Stone (SpC)
Foundation of Stone (SpC)
Golem Strike (SpC)
Guided Shot (SpC)
Hawkeye (SpC)
Healthful Rest (SpC)
Horrible Taste (SpC)
Insightful Feint (SpC)
Ironguts (SpC)
Jump
Longstrider
Low-Light Vision (SpC)
Magic Fang
Master's Touch (SpC)
Nightshield (SpC)
Pass Without Trace
Protection from Chaos/Evil/Good/Law
Ram's Might (SpC)
Rapid Burrowing (SpC)
Reduce Person
Remove Scent (SpC)
Resist Planar Alignment (SpC)
Resurgence (SpC)
Serene Visage (SpC)
Sign (SpC)
Snowshoes (SpC)
Speak with Animals
Traveler's Mount (SpC)
True Strike
Vigor, Lesser (SpC)
Vine Strike (SpC)
Wings of the Sea (SpC)


Level 2 Alchemist Extracts

Aid
Align Fang (SpC)
Balancing Lorecall (SpC)
Balor Nimbus (SpC)
Barkskin
Bear's Endurance
Belker Claws (SpC)
Bite of the Wererat (SpC)
Blood Frenzy (SpC)
Body Blades (SpC)
Body of the Sun (SpC)
Bull's Strength
Camouflage, Mass (SpC)
Cat's Grace
Cloud Wings (SpC)
Cure Moderate Wounds
Death Armor (SpC)
Detect Thoughts
Eagle's Splendor
Embrace the Wild (SpC)
Extend Tentacles (SpC)
False Life
Fearsome Grapple (SpC)
Fins to Feet (SpC)
Fox's Cunning
Frost Breath (SpC)
Fuse Arms (SpC)
Heroics (SpC)
Lively Step (SpC)
Marked Object (SpC)
Mechanus Mind (SpC)
Mountain Stance (SpC)
Neutralize Poison
Owl's Wisdom
Protection from Arrows
Protection from Negative Energy (SpC)
Protection from Positive Energy (SpC)
Razorfangs (SpC)
Remove Paralysis
Resist Energy
Restoration, Lesser
Scent (SpC)
Scintillating Scales (SpC)
See Invisibility
Spell Immunity, Lesser (SpC)
Spider Climb
Surefooted Stride (SpC)
Swim (SpC)
Swim (SpC)
Tree Shape
Undetectable Alignment
Wings of Air (SpC)


Level 3 Alchemist Extracts

Acid Breath (SpC)
Air Breathing (SpC)
Align Fang, Mass (SpC)
Amphorous Form (SpC)
Arcane Sight
Bite of the Werewolf (SpC)
Blindsight (SpC)
Blink
Bottle of Smoke (F) (SpC)
Charge of the Triceratops (SpC)
Cure Serious Wounds
Deeper Darkvision (SpC)
Dragonskin (SpC)
Earthen Grace (SpC)
Fell the Greatest Foe (SpC)
Forestfold (SpC)
Gaseous Form
Girallon's Blessing (SpC)
Hamatula Barbs (SpC)
Haste
Heroism
Jagged Tooth (SpC)
Magic Fang, Greater
Meld into Stone
Mesmerizing Glare (SpC)
Mind Poison (SpC)
Nauseating Breath (SpC)
Primal Form (SpC)
Protection from Energy
Quillfire (SpC)
Rage
Remove Blindness/Deafness
Remove Disease
Resist Energy, Mass (SpC)
Resurgence, Mass (SpC)
Shadow Phase (SpC)
Snakebite (SpC)
Snowshoes, Mass (SpC)
Speak with Plants
Spider Poison (SpC)
Spiderskin (SpC)
Thornskin (SpC)
Tongues
Tremorsense (SpC)
Vigor (SpC)
Vigor, Mass Lesser (SpC)
Vipergout (SpC)
Water Breathing
Water Breathing
Water Walk


Level 4 Alchemist Extracts

Air Walk
Attune Form (SpC)
Bite of the Wereboar (SpC)
Blinding Breath (SpC)
Blindsight, Greater (SpC)
Burrow, Mass (SpC)
Cure Critical Wounds
Darkvision, Mass (SpC)
Death Ward
Delay Death (SpC)
Discern Lies
Displacer Form (SpC)
Dragon Breath (SpC)
Essence of the Raptor (SpC)
Fire Stride (SpC)
Flight of the Dragon (SpC)
Freedom of Movement
Holy Transformation, Lesser (SpC)
Invisibility, Greater
Life Ward (SpC)
Magic Fang, Superior (SpC)
Mass Enlarge Person
Mass Reduce Person
Panacea (SpC)
Planar Tolerance (SpC)
Poison
Ray Deflection (SpC)
Rebuking Breath (SpC)
Resistance, Greater (SpC)
Resistance, Greater (SpC)
Restoration (M)
Rusting Grasp
Sharptooth (SpC)
Sheltered Vitality (SpC)
Spell Immunity
Stoneskin (M)
Treasure Scent (SpC)
Unholy Transformation, Lesser (SpC)
Voice of the Dragon (SpC)
Wings of Air, Greater (SpC)


Level 5 Alchemist Extracts

Animal Growth
Bite of the Weretiger (SpC)
Blink, Greater (SpC)
Breath Weapon Substitution (SpC)
Cloak of the Sea (SpC)
Contact Other Plane
Contingent Energy Resistance (SpC)
Cure Light Wounds, Mass
Death Throes (SpC)
Dispelling Breath (SpC)
Draconic Might (SpC)
Dragonsight (SpC)
Enlarge Person, Greater (SpC)
Ethereal Breath (SpC)
Fiendform (SpC)
Fly, Mass (SpC)
Gutsnake (SpC)
Heal
Life's Grace (SpC)
Mantle of the Icy Soul (M) (SpC)
Nightstalker's Transformation (M) (SpC)
Plant Body (SpC)
Poison Thorns (SpC)
Reduce Person, Greater (SpC)
Rejuvination Cocoon (SpC)
Shadow Form (SpC)
Sirine's Grace (SpC)
Spell Resistance
Stunning Breath (SpC)
Surrefooted Stride, Mass (SpC)
Vigor, Greater (SpC)
Xorn Movement (SpC)


Level 6 Alchemist Extracts [/u]

Analyze Dweomer
Aspect of the Earth Hunter (SpC)
Aura of Terror (SpC)
Bite of the Werebear (SpC)
Cure Serious Wounds, Mass
Energy Immunity (SpC)
Fires of Purity (SpC)
Heroism, Greater
Imperious Glare (SpC)
Mass Bear's Endurance
Mass Bull's Strength
Mass Cat's Grace
Mass Eagle's Splendor
Mass Fox's Cunning
Mass Owl's Wisdom
Opalescent Glare (SpC)
Regenerate
Repulsion
Resistance, Superior (SpC)
Spectral Touch (SpC)
Stone Body (SpC)
Stone to Flesh
Tortoise Shell (SpC)
Transformation
True Seeing
Vigorous Circle (SpC)
Wind Walk


Level 7 Alchemist Extracts

Animate Breath (SpC)
Arcane Sight, Greater
Body of War (SpC)
Cast in Stone (SpC)
Cloudwalkers (SpC)
Death Dragon (SpC)
Death Pact (M) (SpC)
Elemental Body (SpC)
Ethereal Jaunt
Evil Glare (SpC)
Fortunate Fate (SpC)
Ghostform (SpC)
Heart of Stone (F,X) (SpC)
Hide from Dragons (SpC)
Holy Transformation (SpC)
Infernal Transformation (SpC)
Invisibility, Superior (SpC)
Iron Body
Kiss of the Vampire (M) (SpC)
Mind Blank
Restoration, Greater
Restoration, Mass (M) (SpC)
Spell Immunity, Greater
Statue
Unyielding Roots (SpC)
Veil of Undeath (SpC)
Vision




Alchemist Discoveries



Alchemist Level Required
Discovery
Prerequisite
Effect
Path?


2
Alchemical Animator
Mad Animator
The Alchemist's Elixers always affect creatures he creates using his Mad Animator discoveries. Animated creatures may consume Elixers at his command, even if they would not normally be intelligent enough to do so.



2
Elemental Mutagen
Mutagen
When creating a mutagen, the Alchemist may choose to have it associated with one element (air, earth, fire, or water). When he drinks it, he gains resistance to the associated energy type equal to twice his Alchemist level. In addition, he may choose to radiate energy of the associated type, dealing 1d6 damage per three Alchemist levels to any target striking him with a non-reach melee weapon or natural attack, or to any target he strikes with an unarmed strike, natural weapon, or melee touch attack.



2
Extend Potion

Any potion an Alchemist crafts, or improves with his Improve Potion class ability, lasts twice as long as normal, as though the Extend Spell metamagic feat had been applied.



2
Malleable Flesh

Through surgery and mutagens, the Alchemist gains the ability to alter his appearance as though using a disguise self spell that affects their bodies but not their possessions. This is not an illusory effect but a minor physical alteration of a his facial features, skin color and texture, and size, within the limits described for the spell. This ability may be used at will, and the alteration lasts until she changes shape again. The Alchemist reverts to his natural form when killed. A true seeing spell reveals his natural form. Using this ability is a full-round action.



2
Meta-Alchemy

The Alchemist gains a metamagic feat as a bonus feat. He must meet the feat's normal requirements.



2
Tumor Familiar

The Alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the Alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the Alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the Alchemist’s caster level (though some familiar abilities may be useless to an Alchemist). The tumor acts as the Alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the Alchemist, the tumor has fast healing 5. An Alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per Alchemist level. The surgery takes 8 hours to complete.



4
Improved Xenosurgery
Xenosurgery
The Alchemist gains two new evolution points worth of Eidolon evolutions, which he may assign to himself or to an ally, as with the Xenosurgery discovery. He may also re-assign two points. This discovery may be selected multiple times.
Moreau


5
Bombs

The Alchemist is capable of creating crude explosives. Once per day, in a process taking ten minutes, he may create one batch of bombs— a number of individual bombs equal to his level plus his Intelligence modifier. He may refill this pool at any point during the day, but doing so costs 50 gold per bomb. He may never have more bombs created than his batch limit would allow. If he can make multiple types of bombs, he may mix-and-match different varieties freely when creating a batch. Bombs last for one day after being created. A bomb is a thrown weapon with a range increment of 20 feet, dealing 1d6+the Alchemist's Intelligence modifier damage on a successful touch attack. This damage increases by 1d6 for every Alchemist level. Bomb damage is piercing, slashing, and bludgeoning, and is affected by damage reduction. Bombs may be either single-target or splash weapons, chosen at the time they are created. A splash bomb does minimum damage to all targets adjacent to the first, so a bomb dealing 3d6+4 damage to the primary target would deal 7 to secondaries. Other creatures may use an Alchemist's bombs, just like normal alchemical items.
Robur


5
Collective Memory
Mutagen
When using a Mutagen to increase his Intelligence, Wisdom, or Charisma, an Alchemist gains a bonus to Knowledge skill checks equal to one-half his class level, and he may make all such checks untrained.



5
Explosive Missile
Bombs
When crafting a bomb, the Alchemist may choose to fashion it into an arrow, crossbow bolt, javelin, or similar piece of ammunition or throwing weapon. The bomb functions normally, but the ranged touch attack is replaced by the normal ranged weapon attack. If the explosive missile misses, it does not detonate. A creature may fire multiple explosive missiles in a single turn if he has sufficient base attack bonus or appropriate feats (such as Rapid Shot).



5
Grease Bomb
Bombs
When the Alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb's splash radius in grease (as the Grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the Alchemist's level + the Alchemist's Intelligence modifier. A grease bomb can't affect items or armor. Any bomb may be converted into a Grease bomb for the cost of one extra slot.



5
Intuitive Understanding

The Alchemist adds Omen of Peril (SpC), Augury, Divination, Legend Lore, and Vision to his list of Extracts Known. Unlike the spells, there is no casting time for the latter three Extracts. Instead, the magic takes effect 1d6 minutes after drinking the Extract.



5
Mad Animator

The Alchemist learns the secrets of creating life. He may create any number of homunculi, of any amount of hit die, so long as their total challenge rating of all his creations does not exceed his Alchemist level. Creating a homunculi takes one day per hit die.
Frankenstein


5
Mutagen

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 may only create one mutagen at a time; additional simultaneous mutagens may be created, but each extra dose costs 100 gold per effective Alchemist level, which may be subtracted from his Alchemy Lab just like extracts. When an Alchemist brews a mutagen, he selects one ability score. Upon being drunk, a mutagen grants him a +2 bonus to natural armor and a +4 alchemical bonus to the selected ability score for 10 minutes per Alchemist level. However, he also takes a -2 penalty to the corresponding ability score. The ability score pairs are Strength and Intelligence, Dexterity and Wisdom, and Constitution and Charisma. A mutagen has to be tailored to the individual’s biology. The Alchemist may only create mutagens for himself. 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. They do not gain the effects of the mutagen. Whenever an Alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Jekyll


5
Plague Agent

The Alchemist has learned how safely to culture deadly pathogens. As a standard action, he may attempt to inject a target with disease-causing agents. He rolls a normal melee attack, with a +1 bonus for every three Alchemist levels. On a hit, the target is affected as though by a Contagion spell, with a caster level equal to the Alchemist’s level. The DC, however, is as normal for a Discovery. He may prepare any number of cultures, but each one costs 150 gold worth of reagents—which may be paid from his Alchemy lab.



5
Sacrificial Creation
Bombs, Mad Animator
When creating a creature using a Mad Animator discovery, or with one day's work, the Alchemist may imbue them with explosive charges. When slain, the creature explodes, causing all targets within a 10ft radius to be affected as though by a direct hit by one of the Alchemist's bombs. The exact type of bomb must be chosen at the time of surgery, and a successful Reflex save halves the damage.



5
Sticky Poison

Any poison the Alchemist creates, including his toxin, is sticky—when the Alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the Alchemist’s Intelligence modifier.



5
Tenacious Mutagen
Mutagen
The Alchemist's mutagen now lasts for one hour per level. However, it cannot be prematurely ended by any means short of a Wish, Limited Wish, or Miracle spell.



5
Toxin

An Alchemist discovers how to create a variety of special poisons. Once per day, in a process taking ten minutes, he may create one batch of toxin— a number of individual doses equal to his level plus his Intelligence modifier. He may refill this pool at any point during the day, but doing so costs 50 gold per dose. He may never have more doses created than his batch limit would allow. If he can make multiple types of toxin, he may mix-and-match different varieties freely when creating a batch. Toxins last for one day after being created. An Alchemist’s toxin has a Fortitude save DC of 10 + ½ level + Intelligence modifier. An Alchemist may apply a poison to a weapon as a swift action, and runs no risk of accidentally poisoning himself when doing so. An Alchemist's toxin may be either an ingested or injury poison, inflicting the fatigued, shaken, or sickened conditions as initial damage, lasting one minute per Alchemist level. Alternately, he may substitute a powerful acid for a normal dose of his toxin. The delivery method remains the same; however, instead of poisoning the target, the target takes 1d6+Intelligence Modifier points of acid damage, and the same damage one round later. This damage increases by 1d6 for every three Alchemist levels. Targets immune to poison are not immune to this acid. When brewing a batch of toxin, he may mix-and-match delivery methods and damage types.
Faustus


5
Wondrous Alchemy

The Alchemist may create a variety of Wondrous items as though they were Extracts on his list of Extracts Known. He may not prepare a higher-level Extract than normal, however. 1st level Extracts: Universal Solvent, Elixir of Love, Silversheen. 2nd level Extracts: Elixir of Truth, Unguent of Timelessness. 3rd level Extracts: Sovereign Glue, Salve of Slipperiness



5
Xenosurgery

The Alchemist learns how to alter bodies through chemicals, surgery, or some combination thereof. He gains two evolution points worth of Eidolon evolutions, which he may permanently assign to himself or any ally. He counts as a Summoner of two-thirds his Alchemist level when qualifying for evolutions.
Moreau


8
Awaken Minion
Mad Animator
The Alchemist may upgrade the creatures he creates using his Mad Animator discoveries, increasing their mental capacities. During their creation, or with one day of work, he may increase their Intelligence, Wisdom, and Charisma scores by his Intelligence modifier.



8
Beastiomorphic Mutagen
Mutagen
When brewing a mutagen, the Alchemist may choose to have it grant him one of the listed abilities from Pathfinder’s Alter Self spell, and a single natural weapon.
Jekyll


8
Boneshard Bomb
Bombs, Zombie Animator, Mad Animator
The Alchemist gains a new type of bomb. A Boneshard bomb deals piercing and cold damage. If a creature is killed by the bomb, it is immediately re-animated as a skeleton. The skeleton is under the Alchemist’s control, and remains acitve for 1d4 minutes. An Alchemist may prepare one Boneshard bomb in place of two normal bombs.



8
Bottled Ooze

The Alchemist has learned how to preserve a sample of oozes in a sealed bottle, which he can prepare for use as an extract. When the Alchemist activates the extract, he actually throws the bottle at a square within 30 feet, releasing the ooze, which reconstitutes and attacks the closest creature. The ooze is not under the Alchemist’s control, but is otherwise treated as a summoned creature. The ooze remains for 1 round per caster level, and decays into powder when the duration expires Creating a bottled ooze requires an extract with a level equal to the ooze’s CR (so a CR 4 gray ooze requires a 4th-level extract).



8
Breath Weapon Bomb
Bombs
Instead of crafting a batch of bombs, an Alchemist may instead create a special elixir. Drinking it grants him a breath weapon, a 30ft cone or 60ft line dealing 1d6 fire damage per Alchemist level, plus his Intelligence modifier. Targets may make a Reflex save for half damage. He may use this breath weapon a number of times equal to his Intelligence modifier, or until one hour per point of Intelligence modifier has passed. If he has the Elemental Bomb discovery, his breath weapon may deal fire, cold, acid or electricity damage, and has the matching additional effect. If he has the Superb Bombs discovery, his breath weapon may also deal force damage, with the matching additional effect.



8
Composite Toxin
Toxin, Improved Toxin
The Alchemist learns how to create a composite toxin. A composite toxin inflicts two potential toxin effects on a single failed save, and may be prepared in place of two normal toxins.



8
Elemental Bombs
Bombs
The Alchemist gains four new types of bomb. Like normal bombs, elemental bombs may be single-target or splash weapons. The bonus effects only affect the primary target, however. Each elemental bomb may be prepared in place of one normal bomb.
Robur


8
Elemental Bombs, Cont.

Acid Bomb: An acid bomb functions as a normal bomb, but deals acid damage instead of physical. In addition, target struck by an acid bomb takes damage equal to the Alchemist's Intelligence modifier at the start of each turn for the next 2d4 rounds. If he's struck by an additional acid bomb before the duration expires, the durations stack but he does not take extra damage.
Robur


8
Elemental Bombs, Cont.

Fire Bomb: A fire bomb functions as a normal bomb, but deals fire damage instead of physical. In addition, a fire bomb deals an additional one damage/Alchemist level.
Robur


8
Elemental Bombs, Cont.

Cold Bomb: A cold bomb functions as a normal bomb, but deals cold damage instead of physical. In addition, a target stuck by a Cold bomb is Entangled for 1d4 rounds. If he's struck by an additional cold bomb before the duration expires, the durations stack.
Robur


8
Elemental Bombs, Cont.

Electric Bomb: An electric bomb functions as a normal bomb, but deals electric damage instead of physical. In addition, an electric bomb gains a bonus to hit a target wearing metal armor equal to your Intelligence modifier. Targets stuck by an Electric bomb take a penalty to AC against attacks made using metal weapons equal to your Intelligence Modifier for the next 1d4 rounds. If he's struck by an additional electric bomb before the duration expires, the durations stack.
Robur


8
Improved Toxin
Toxin
An Alchemist discovers how to create more potent poisons. His toxin deal 1d6 points of damage to Strength, Dexterity, or Constitution per six Alchemist levels as initial and secondary damage. Alternately, his toxin may inflict the sleep condition as initial and secondary damage, lasting for one round per two Alchemist levels as initial damage, and 1d6 hours per Alchemist level as secondary damage
Faustus


8
Parasitic Twin
Tumor Familiar
The Alchemist, whether through intentional surgeries or unintentional accident, has caused a parasitic twin to grow on his torso, consisting of a head, a torso, and two arms. Normally, the twin is mostly recessed within the Alchemist’s body, though the Alchemist can manifest or hide the twin as a standard action. The arms cannot be used to make attack rolls, but can hold items, retrieve potions, and so on. If the Alchemist succumbs to a mental effect that would make him unconscious, helpless, or not in control of his own actions (such as Charm Person, Feeblemind, or Hold Person), he can reroll his saving throw; success means the twin absorbs the effect and the Alchemist can ignore it. Using this ability sickens the Alchemist for the duration of the absorbed effect (removing the effect from the twin ends the sickened condition), and he cannot use the twin’s arms during that time.



8
Plague Vector
Plague Agent
The Alchemist continues to develop his epidemiologic nightmares. He may deliver his Plague Agent as though it were a contact, ingested, inhaled, or injury poison. In addition, any creatures he successfully infects become vectors for the disease, spreading the disease to any creatures they come in physical contact with for a number of days equal to the Alchemist's Intelligence modifier (minimum 1). The save DC to avoid contracting the disease from the vector is the same as the DC used for this discovery. For the first minute of infection, any secondary targets who fail their save are instantly affected, without the usual incubation period.



8
Poison Conversion

By spending 1 minute, the Alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the Alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison.



8
Spontaneous Healing
At least two Extracts known which restore hit points
After prolonged exposure to healing science, the Alchemist’s body has begun to repair itself. He gains fast healing 2. This increases by one for every four Alchemist levels above 8.



8
Xenomutagen
Xenosurgery
When under the effects of his mutagen, the Alchemist gains three new evolution points worth of Eidolon evolutions. These points must be spent on the same evolution every time the mutagen is drunk. Once made, the choice cannot be changed except through the Improved Xenosurgery, Rewrite Biology, or Hotwire Biology discoveries.



8
Zombie Animator
Mad Animator
When using his Mad Animator ability, the Alchemist may create zombies and skeletons as well homunculi.
Frankenstein


11
Beastiomorphic Mutagen, Improved
Beastiomorphic Mutagen
When brewing a mutagen, the Alchemist may choose to have it grant him one of the listed abilities from Pathfinder’s Beast Shape I spell or two abilities from Pathfinder’s Alter Self spell, and up to 2 natural weapons.
Jekyll


11
Dilution

The Alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-half of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute Extracts or mutagens.



11
Gas Bomb
Bombs
The Alchemist gains three new types of bombs.
Robur


11
Gas Bomb, Cont.

Smoke Bomb: A Smoke Bomb creates a dense cloud of smoke, as the Fog Cloud spell. You may prepare two smoke bombs in place of a single normal bomb.
Robur


11
Gas Bomb, Cont.

Toxic Bomb: A Toxic Bomb creates a cloud of noxious vapors, as the Stinking Cloud spell. You may prepare one toxic bomb in place of a normal bomb.
Robur


11
Gas Bomb, Cont.

Gel Bomb: A Gel Bomb creates a cloud of thick, viscous vapor, as the Solid Fog spell. You may prepare one gel bomb in place of two normal bombs.
Robur


11
Greater Toxin
Toxin, Improved Toxin
An Alchemist's ability to brew toxins continues to improve. His toxin may now be delivered as a contact or inhaled poison, and may now inflict the exhausted, frightened, or nauseated conditions as initial damage, lasting one minute per Alchemist level. As normal for inhaled poisons, an inhaled toxin may be delivered as a ranged touch attack with a range increment of 10ft, with one dose filling a 10ft cube. An Alchemist's toxin lingers for 1d4 rounds when deployed this way.
Faustus


11
Imbued Minon
Alchemical Animator
The Alchemist may upgrade the creatures he creates using his Mad Animator discoveries, imbuing them with additional alchemical powers. During their creation, or with one day of work, he may select one or Extracts he knows, with a combined level of up to one-half his Intelligence modifier. The creature is considered to be permanently under the effects of those Extracts. He may change the selected Extracts with one day of work.
Frankenstein


11
Mummification

The Alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the Alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The Alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and Sleep, and has a 25% chance of being immune to precision damage, such as sneak attacks.



11
Poison Bomb
Bombs, Toxin
The Alchemist learns how to create a new type of bomb. A poison bomb combines the effects of bomb and toxin. Anyone struck by the bomb takes 1d6 points of piercing and slashing damage per two Alchemist levels, plus the Alchemist’s Intelligence modifier, and is affected by the Alchemist’s toxin. The Alchemist may prepare one poison bomb in place of one normal bomb and one normal dose of toxin.



11
Xenografting
Xenosurgery, Mad Animator
If the Alchemist chooses to use his Xenosurgery discovery to grant evolution points to a creature created by his Mad Animator discoveries, he may grant the same bonus to all creatures he has created for no additional cost.



14
Cluster Bomb
Bombs
The Alchemist gains a new type of bomb. A Cluster Bomb is essentially multiple bombs housed in a single shell, allowing you to make multiple attacks. Using a Cluster Bomb is a full-round action. A Cluster Bomb contains one bomblet for every four Alchemist levels. An Alchemest must make a separate ranged touch attack for each bomblet. Bomblets may be targeted at the same or different creatures, but all targets must be within twenty feet of each other. Each bomblet deals 1d6 damage for every two Alchemist levels plus his Intelligence Modifier. Bomblets do not deal splash damage. You may prepare one cluster bomb in place of a normal bomb.
Robur


14
Eternal Potion
Extend Potion
The effect of any potion an Alchemist crafts, or improves with his Improve Potion class ability, becomes permanent until another such potion is drunk.



14
Flesh Golem Animator
Mad Animator
When using his Mad Animator ability, the Alchemist may also create Flesh Golems.
Frankenstein


14
Improved Mutagen
Mutagen
The Alchemist learns how to create a more potent mutagen. His mutagen now grants a +4 bonus to natural armor and a +6 alchemical bonus to the chosen ability. In addition, he learns how to tailor mutagens to additional individuals. By spending ten hours studying, he may learn an individual’s biology well enough to brew mutagens that affect them. He may create mutagens for up to ½ his Intelligence modifier different targets this way. Once learned, a biology is difficult to unlearn. To do so, he must create a special neurotoxic potion, a process taking one hour. Drinking the potion allows him to unlearn one biology, at the cost of 250 experience points and 2d6 points of Intelligence damage. The spells Modify Memory, Limited Wish, Wish, and Miracle allow an Alchemist to unlearn as many biologies as he wishes, as does the Psychic Reformation power.
Jekyll


14
Rewrite Biology
Self-Mutation (x2)
The Alchemist may create a special potion allowing him to re-distribute his evolution points. Doing so takes one hour, and costs 100 gold and 25 xp per evolution point to be re-assigned. The gold may be subtracted from his Alchemy Lab, but the experience point cost may not be reduced. He also gains two evolution points and may re-assign two evolution points upon taking this ability, as with the Improved Xenosurgery discovery
Moreau


14
Universal Virulence
Toxin
An Alchemist's toxin now works on Constructs, Elementals, Oozes, Plants, and Undead, bypassing those types' normal immunity to poison. In addition, if his toxin would have a secondary effect, he may choose to have it take effect one round after the target fails its save against the primary effect, rather than one minute later.
Faustus


17
Beastiomorphic Mutagen, Greater
Improved Beastiomorphic Mutagen
When brewing a mutagen, the Alchemist may choose to have it grant him one of the listed abilities from Pathfinder’s Beast Shape II spell, two abilities from Beast Shape I, or three abilities from Pathfinder’s Alter Self, and up to 3 natural weapons.
Jekyll


17
Clay Golem Animator
Flesh Golem Animator
When using his Mad Animator ability, the Alchemist may also create Clay Golems.
Frankenstein


17
Neurotoxin
Improved Toxin
An Alchemist's toxin may now deal 1d6 points of damage to Intelligence, Wisdom, or Charisma per six Alchemist levels as initial and secondary damage. In addition, the save against an Alchemist’s toxin may be either Fortitude or Will, chosen when he creates the dose.
Faustus


17
Superb bombs
Bombs
The Alchemist gains two new types of bombs.
Robur


17
Superb Bombs, Cont.

Force Bomb: A force bomb functions as a normal bomb, but deals force damage instead of physical. In addition, targets struck by a force bomb are knocked prone and must make a Fortitude save or be dazed for 1d4 rounds. You may prepare one force bomb in place of two normal bombs.
Robur


17
Superb Bombs, Cont.

Death Bomb: Targets struck by a death bomb must make a Fortitude save or die. On a success, they instead take 1d4 negative levels. You may prepare one force bomb in place of three normal bombs.
Robur


20
Antimagic Bomb
Bombs
The Alchemist gains a new type of bomb. An Antimagic Bomb functions as a Mage's Disjunction spell, with the following exceptions. It only affects a 20ft radius, and magic items caught in the radius are only temporarily suppressed, as a Dispel Magic spell. In addition, the area affected by the spell is filled with an antimagic field for 2d4 rounds. You may prepare one antimagic bomb in place of three normal bombs.
Robur


20
Beastiomorphic Mutagen, Perfected
Greater Beastiomorphic Mutagen
When brewing a mutagen, the Alchemist may choose to have it grant him one of the listed abilities from Pathfinder’s Beast Shape III spell, two abilities from Beast Shape II, three abilities from Beast Shape I, or all abilities from Pathfinder’s Alter Self, and up to 4 natural weapons.
Jekyll


20
Deadly Toxin
Greater Toxin
An Alchemist's toxin may now inflict the sleep, paralyzed, or dazed conditions as initial and secondary damage. Conditions last for one round per two Alchemist levels as initial damage, and 1d6 minutes per Alchemist level as secondary damage.
Faustus


20
Iron Golem Animator
Clay Golem Animator
When using his Mad Animator ability, the Alchemist may also create Iron Golems.
Frankenstein


--
Final Bomb
Robur path
The Alchemist discovers how to make the ultimate bomb. Final Bombs come in two sizes, tactical and strategic. A Tactical Final Bomb affects a fifty-foot radius, placed anywhere within a one hundred foot radius. A Strategic Final Bomb affects a one-mile radius, and may be set for a delayed detonation, anywhere between one round and one day. Creatures and objects within the area of a Final Bomb take 20 points of untyped damage per Alchemist level. This damage bypasses all damage reduction and hardness, but may be halved with a successful Reflex save. In addition, creatures are knocked prone, stunned for 1d4 rounds, permanently blinded and take 2d6 points of Constitution damage immediately, as well as taking 1d4 Constitution damage a week for the rest of their lives. A successful Fortitude save negates the stun, reduces the blindness to 1d4 minutes, and reduces the Constitution damage to 1d4 points with 1 point of continuing damage per week. The continuing damage may only be removed by a heal, greater restoration, lesser wish, wish, or miracle spell.
Robur


--
Hotwire Biology
Moreau path
The Alchemist no longer needs to spend experience points to create the potion from his Rewrite biology discovery. He also gains two evolution points and may re-assign two evolution points upon taking this ability, as with the Self-Mutation
Moreau


--
Perfect Mutagen
Jekyll path
The Alchemist learns how to create a more potent mutagen. His mutagen now grants a +6 bonus to natural armor and a +8 alchemical bonus to the chosen ability. In addition, his mutagen no longer imposes a penalty to the corresponding ability score, and lasts until he either drinks a new mutagen or a neutralizing agent. A neutralizing agent takes one minute to create, and may be drunk at any time. Finally, the Alchemist may choose to have his mutagen grant him one of the listed abilities from Pathfinder’s Beast Shape IV spell, two abilities from Beast Shape III, three abilities from Beast Shape II, four abilities from Beast Shape I, or all abilities from Pathfinder’s Alter Self.
Jekyll


--
Perfect Toxin
Faustus path
An Alchemist's toxin may now instantly kill or permanently petrify targets as initial damage. It may also stun them for one round per two Alchemist levels as initial damage, and 1d6 minutes per Alchemist level as secondary damage. In addition, his toxin is almost completely irresistible. It bypasses all poison immunities, and bonuses to saves against poison do not apply.
Faustus


--
Vampire Animator
Frankenstein path
When using his Mad Animator ability, the Alchemist may also create vampires from any corpse. Doing so applies the vampire template normally--the newly minted vampire retains all appropriate memories and class features, although he is now fanatically devoted to the Alchemist.
Frankenstein

Grod_The_Giant
2015-09-03, 09:57 AM
Investigator Talents


Level
Talent
Effect





3
Amazing Inspiration
When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.


3
Applied Engineering
The investigator can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He can expend one use of inspiration as a swift action to study an object or area and attempt a Knowledge (engineering) check. On his next turn, he can use the result of that Knowledge (engineering) check in place of a Strength check to break the object, in place of a Perception check to locate hidden doors or compartments in that area, or in place of his normal damage when damaging an object.


3
Domino Effect*
When the investigator uses studied strike, he uses his opponents against each other and sets himself up for his next move. Whenever he successfully deals damage to an opponent with studied strike, as a free action the investigator can apply the effects of studied combat to an opponent adjacent to the first.


3
Effortless Aid
The investigator can use an aid another action as a move action instead of as a standard action, and adds 1d6 to the bonus granted. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.


3
Eidetic Recollection
An investigator can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he's in immediate danger or distracted.


3
Hidden Agendas
An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic. When an investigator uses inspiration while attempting a Bluff check to pass secret messages or attempting a Forgery check, he can roll his inspiration dice twice and take the higher result. In addition, the investigator can use inspiration when attempting a saving throw against a divination spell or effect without expending a use of inspiration.


3
Inspirational Expertise
When an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him the benefits of his Studied Combat ability aginst that foe for the remainder of the encounter.


3
Inspired Alertness
Whenever the investigator becomes flat-footed, he can expend one use of inspiration to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn't require an action.


3
Inspired Intimidator
When the investigator succeeds at an Intimidate check to demoralize an opponent, he can expend one use of inspiration to automatically increase the result of the check by 5 for the purpose of determining the duration of the demoralize effect. He can choose to spend multiple uses to inspiration in this manner to further increase the duration of the demoralize effect.


3
Item Lore
An investigator who examines a magic item for 1 minute may make a Spellcraft check, with a DC of 15+the item's caster level. If he succeeds, he may identify it, as the spell.


3
Perceptive Tracking
The investigator can use Search instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill. He also gains the Track feat as a bonus feat.


3
Repositioning Strike*
When the investigator damages a studied target, he can switch positions with his target. This movement does not provoke attacks of opportunity


3
Stealing Strike*
When the investigator deals damage to a studied target, he can attempt to disarm his target as a free action. He does not provoke attacks of opportunity for this maneuver.


3
Studied Defense
When an investigator with this talent uses his studied combat ability, he also gains an insight bonus to AC against attacks made by the target of his studied combat. He must choose which type of bonus he gains when using studied combat, and it cannot be changed until he uses studied combat again.


3
Timed Strike*
The longer the investigator studies his opponent, the greater the damage he ultimately deals with his studied strike. When the investigator makes a studied strike, he deal a number of d6's of additional damage equal to the number of consecutive rounds he studied the target with studied combat, up to a maximum of his Intelligence modifier.


3
Toppling Strike*
When the investigator deals damage to a studied target, he can attempt to trip his target as a free action. He does not provoke attacks of opportunity for this maneuver.


5
Alchemist Discovery
The investigator can select one Alchemist Discovery. When selecting an Alchemist discovery, he treats his Alchemist level as his Investigator level-4. This talent can be selected multiple times; each time grants a new Alchemist discovery. .


5
Deafening Strike*
When an investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or be permanently deafened. A successful Fortitude saving throw reduces the duration of this effect to 1 round. The DC for this save is equal to 10 + 1/2 the investigator's level + his Intelligence modifier. This talent has no effect on deaf creatures. Deafness can be cured by heal, regeneration, remove blindness, or similar effects.


5
Empathy
When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. He makes a Sense Motive check, opposed by his target’s Bluff check or Will Save. If he succeeds, the investigator detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds a Will saving throw. He can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level.


5
Sapping Offensive
When the investigator damages a studied target, that creature cannot make attacks of opportunity for 1 round.


7
Blinding Strike*
When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or be permanently blinded. A successful saving throw reduces this to dazzled for 1d4 rounds. The DC for this Fortitude save is equal to 10 + 1/2 the investigator's level + his Intelligence modifier. This talent has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.


7
Confusing Strike*
When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or become confused for 1d4+1 rounds. A successful saving throw reduces the duration to 1 round. The DC for this Fortitude save is equal to 10 + 1/2 the investigator's level + his Intelligence modifier. Constructs, mindless creatures, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits are not affected by this ability.


7
Sickening Offensive
When the investigator damages a studied target, that creature is also sickened for 1 round.


7
Slowing Strike*
When the investigator damages a studied target, the opponent must succeed at a Fortitude save (DC = 10 + 1/2 the investigator's class level + his Intelligence modifier) or be entangled until the creature is healed through the application of any spell that cures hit point damage or with a successful DC 15 Heal check.


11
Greater Combat Inspiration
Choose a single weapon type (such as sword cane or short sword). As long as the investigator has at least 1 inspiration point in his inspiration pool, he no longer has to expend a use of inspiration to use that ability with attacks and damage rolls made with this weapon. An investigator must be at least 11th level to select this talent.

Grod_The_Giant
2015-09-08, 05:57 PM
So! Big update. Finally finished the Discoveries, and-- miracle of miracles-- converted it all to forum formatting. No more awkward downloads! What do we think now? I'm a bit worried about the Alchemist, truth be told-- both Discoveries and Alchemy wound up being fairly potent.

Previous commentary:

Hello Grod,

Big fan of your work and a big fan of alchemy. This is very exciting to me but I'm disappointed no one had replied. So while I normally lurk...I will provide the best feedback I can.
Thanks! I appreciate both your feedback and your admiration.



Right off the bat I can tell you people aren't posting due to off site link.
The cut-off should be fixed now. (you could also see it by going to Web view) I'll try to eventually convert it.


BAB: 3/4, just high enough to throw bombs without being a warrior.
3/4 bab and buffs is normal for a gish, and that's what he gets, between spells and mutagens.


Saves: I get why Will is the primary save, it's the generic "caster save." Do you have a fluff justification for this? Personally, I think Fort should be primary.
Ooh, good call. I like it.


[ B]Alchemy:[/B]
A nifty system idea, but beyond the scope of what I feel like doing in D&D.


Alchemy Lab:
As I mentioned in the brief comment, I must not have communicated clearly enough here. The "Alchemy Lab" is just a name for a crafting reserve. You get X gold/day to spend on extracts; anything else comes out of your pockets. [/quote]


[ B]The Shoulder of Giants:[/B] EPIC. This is how you make a memorable homebrew class. The different "giants" present very different play styles, themes and abilities. It's hard to choose which one I'd want to pick. I will say that Frakenstein seems the most bugged.Using CR is a little questionable as I believe HD tends to better reflect a monster's comparative level.
Really? I find the opposite to be the case. Compare brutes like zombies and giants to spell-heavy monsters like angels.


I also think it's a bit weak...although if there were a couple feats or discoveries which would allow your minions to better use your alchemy products...it has potential.
Hmm... Maybe move Flesh Golems up to 7, and put a minion booster at 10?


Potent Alchemy: Too late. I'd suggest switching with Improved Potions. You are unlikely to be improving potions at second level, it won't provide a significant advantage and it's unlikely to be worth the cost. However, a nice and scaling minimum DC should be standard ASAP and second level seems like the place.
Fair enough. Switched!


[ B]Combine Extracts:[/B] Solid, the logical extension of Double Alchemy. May want to explain how these interacts with multiple target extracts such as Mass Cats Grace. Do the extracts have to be combined the same way?
Good call. I shall do so.

Instant Alchemy: Kind of wish this came sooner, although I can see why it doesn't...there are fluff issues that are really only addressed by being high-level. [/quote]
Having played a pathfinder alchemist (well, Investigator), one minute to prep an extract is plenty fast enough for non-combat versatility.

Philosopher's Stone: Not a fan. It isn't thematic for all Alchemists archetypes fleshed out by Shoulder of Giants.[/quote]
It's basically the third capstone they get, though.
*Instant Alchemy is peak casting power
*At 19 you get your final Path Discovery- nukes or irresistible poison or whatnot
*at 20 you get the generic "alchemy ultimate goal"- a philosophers stone


All in all, EXCELLENT. If you can (pretty, pretty, please) make readable the later-level discoveries, I will absolutely be gestalting this with Kellus's Xenoalchemist (seriously google if you don't know what that is) at my table's next "Tier 3 Gestalt" campaign.
Thanks! Let me know how it goes!

I love the xenoalchemist, by the way. The idea of gestalting the two fills me with delicious fear.

Grod_The_Giant
2015-09-12, 12:26 PM
Update: Tweaked a few discoveries and fixed a bunch of formatting issues.

Umbranar
2015-11-06, 03:26 AM
Like you work on he alchemist but I have some questions:

1. The "Bombs" discovery sais that a bomb deals 1d6 damage per alchemist level + int modifier. Isn't that a bit too much?

2. Whats the difference between a splash bomb and a single target bomb? They both seem to do the same damage except that the splash bomb also deal minimum damage to adjecent creatures.