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Levism84
2016-05-30, 11:13 AM
I had a concept for a "self-medicating" alchemist that was inspired by the addict regional trait. The idea was a sort of Gregory House meets Pathfinder alchemist. However, rather than flashes of medical insight, I wanted an alchemist who focused on divination extracts that would keep him mentally distracted. Additionally, I wanted to remove the focused use of poisons from the archetype, both offensively with poison use and defensively with poison resistance/immunity, to drive home the dedication to extracts the alchemical addict has. Finally, I also wanted to give cognatogens a grand discovery. The result was the alchemical addict. I am still trying to balance it, however, it is designed to fit more into an intrigue campaign rather than a traditional hack n' slash. For that reason, it is not as combat focused as a traditional "bomber" or "Hyde" alchemist, so please keep that in mind.

Any constructive criticism and feedback is welcomed.

ALCHEMICAL ADDICT
When someone with an addictive personality studies alchemy, there is a chance they can become addicted to the very alchemical extracts they create. While most addicts fail their apprenticeships, addicts with the right balance of obsession and self-control develop skills that allow them to practice their trade while unlocking new mental abilities that grant them insight beyond their alchemist peers. Prone to self-medication, these individuals become known as alchemical addicts.

Class Skills
An alchemical addict adds Bluff, Knowledge (local), and Sense Motive to his list of class skills.

This alters the alchemist's class skills.

Addict's Grace
An alchemical addict gains a bonus equal to half his level (minimum 1) on Bluff, Knowledge (local), Sense Motive, and Sleight of Hand checks and can make Knowledge (local) and Sleight of Hand checks untrained.

This ability replaces Throw Anything.

Bomb
An alchemical addict's bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on).

This ability otherwise functions as and replaces the standard alchemist bomb class feature.

Cognatogen
At 1st level, an alchemical addict learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (an alchemical addict cannot create mutagens unless he selects mutagens as a discovery).

Addict's Insight
An alchemical addict learns how to mix extracts of the divination school that make him more personable, allow him to connect to higher powers, and grant him the ability to send his senses elsewhere. At 2nd level, an alchemical addict adds read weather, tap inner beauty, and whispering lore to his formula book as 1st-level extracts (a read weather extract does not require a divine focus component).

At 5th level, an alchemical addict adds ancestral communion, augury, blood biography, and locate object to his formula book as 2nd-level extracts (an augury extract does not require a divine focus component). When an alchemical addict uses a blood biography extract, only he sees the answers provided by the spell which appear to bleed from a wall or other relatively flat surface rather than having the blood write its answer on a surface everyone can see, but the extract otherwise works as the spell.

At 8th level, an alchemical addict adds clairaudience/clairvoyance, detect scrying, scrying, and speak with animals to his formula book as 3rd-level extracts (a scrying extract does not require a focus or divine focus component).

At 11th level, an alchemical addict adds divination, locate creature, speak with plants, and telepathic bond to his formula book as 4th-level extracts.

At 15th level, an alchemical addict adds commune, commune with nature, and moment of prescience to his formula book as 5th-level extracts.

At 19th level, an alchemical addict adds discern location, find the path, and stone tell to his formula book as 6th-level extracts.

This ability replaces poison resistance +2, +4, and +6, as well as the increase to bomb damage at 5th level, 11th level, 15th level, and 19th level.

Rogue Talents
At 2nd level, an alchemical addict gains a rogue talent. He gains an additional rogue talent for every four levels of alchemical addict gained after 2nd level. He must select the rogue talent from the following list: black market connections, coax information, combat swipe, convincing lie, developed poison immunity, face in the crowd, false friend, getaway artist, hard to fool, honeyed words, obfuscate story, and steal the story.

This ability replaces poison use, swift poisoning, poison immunity, persistent mutagen, and instant alchemy.

Swift Alchemy
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items.

This alters swift alchemy.

Alchemical Addict Discoveries
The following new options may be taken as discoveries by an alchemical addict:

Euphoric Divination: Whenever an alchemical addict uses an extract of the divination school while under the effects of his cognatogen, he extends the duration of his cognatogen by 10 minutes per level of the extract used.

Grand Discoveries
An alchemical addict may select the following grand discovery:

True Cognatogen: The alchemist's cognatogen now grants a +8 natural armor bonus and a +8 alchemical bonus to Intelligence, Wisdom, and Charisma. The alchemist takes a -2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends. The alchemist must have the grand cognatogen discovery in order to select this grand discovery.

Recommended Discoveries: collective memory, cytillesh bomb, dispelling bomb, grand cognatogen, greater cognatogen, intuitive understanding, madness bomb, psychoactive bomb.