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View Full Version : Pathfinder Interrogator (Alchemist Archetype) - Adding Some Homebrew Options [PEACH]



Levism84
2016-04-15, 02:32 PM
As I was looking over the new Interrogator (http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/interrogator-alchemist-archetype) alchemist archetype, I couldn't help but notice the archetype took away the two primary ways an alchemist deals damage with very limited stuff in return. Regardless of who you talk to, bombs and mutagens are considered the bread and butter of the alchemist's ability to deal damage. Not only does the interrogator remove these options but they go even further to completely remove the option to gain mutagens or cognatogens later on, through discoveries. In exchange you gain injections and serums. Injections use melee touch attacks to impose a -2 penalty on Will saves for a short period of time, while serums can impose a spell-like effect through the injection (requiring a Will save, which is made with the imposed penalty). The serums themselves aren't bad. However, they really pale in comparison with the damage an alchemist could dish out with bombs and mutagens.

To that end, I have cooked up some homebrew discoveries to help boost the interrogator's options, hopefully giving it a unique feel and making it a more interesting option for play. Please let me know what you think and if these are too weak or too powerful. Also, what else could be added to help make the interrogator archetype more useful to a standard game while retaining its unique flavor?

POISON INJECTION
Prerequisites: Injections.
Benefit: The alchemist can use a dose of injury poison like a serum, applying it to any injection as a swift action before he makes the attack roll for the injection. Instead of the normal effects of the injection, the target suffers the effects of the poison and takes a -2 penalty to its Fort saves against the poison for its duration. If the melee touch attack fails, the poison injection isn't delivered but can still be used again—once activated, it remains potent for 1 day. A poison injection that hasn't been administered becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his possession. The penalties for multiple doses of poison stack but the -2 penalty to Fort saves against poisons does not.

SERUM OF AUTOLYSIS
Prerequisites: Injections, Alchemist 6.
Benefit: The alchemist gains access to the autolysis serum. This serum is specially designed to break down dead organic matter cleanly and efficiently through advanced alchemical processes. When injected into a corporeal undead—even a corporeal undead that normally lacks blood or flesh—the undead creature takes 1d8 points of damage for every two alchemist levels the alchemist possesses (maximum 10d8). If the undead creature succeeds on a Fort save, it takes only half damage. Any Large or smaller undead creature reduced to 0 or fewer hit points by this serum is disintegrated, leaving behind only a trace of fine dust. If this serum is injected into the corpse of a Large or smaller once living creature, the corpse is automatically disintegrated. The serum has no effect on objects that are not corpses; thus, a dead creature's equipment is unaffected.

SERUM OF MEMORY REVISION
Prerequisites: Injections, Memory Modification, Alchemist 16.
Benefit: Once per day, the alchemist can prepare a serum of memory revision. This special serum costs 10,000 gp to create and takes 1 hour of work. The alchemist can only maintain one such serum at any given time. A serum of memory revision can only be injected by the alchemist who created it. On a failed Will save, the target's most private and personal thoughts are intruded upon by the alchemist who bends those thoughts and memories to his will over the course of up to 8 hours. During this time the target losses the ability to form new memories of their own. The alchemist can erase or add memories as he sees fit and alter emotions and opinions, but not alignment. When he is done, he can leave the target insane (as described in the insanity spell) or seemingly unaffected, without any memory of the hour prior to the intrusion. Erasing memories of a magical compulsion doesn't remove the compulsion, nor can a serum of memory revision remove procedural memories that might affect skills or class abilities. Severe changes to personality can be corrected by a break enchantment spell (although an atonement spell might be needed as well, depending on circumstances). Alterations to memories and subtler thoughts can be restored only through use of wish or miracle.