SangoProduction
2019-06-12, 12:49 AM
Bulk Manufacturing
At the beginning of your day, you may prepare up to your maximum number of prepared formulae in half an hour. You are considered to have +2 ranks in Craft(alchemy) for the purpose of how many formulae you can create in a 30/15 minute period.
Dispersed Administration
When you throw an inhaled poison, or a formulae with an area of effect, you may increase that effect's radius by 5 ft, but decrease the save DC by 2. You may do this a number of times equal to your ranks in Craft (alchemy), with the area increase and save DC decrease stacking.
Searing Venom (toxin)
You may choose for your poison to not cause fatigue, but instead cause damage equal to 2 times your ranks in Craft (alchemy) each time they fail their save against this poison, and remain afflicted for 1 minute. The victim also takes damage equal to your Craft (alchemy) ranks each time they fail a save against a different poison, while affected by Searing Venom.
Stable Combinations
You may have 2 additional of formulae prepared at one time. This increases by +1 per 5 ranks in Craft (alchemy).
Potent Brew
You may have any formulae or toxin (ingested) that you create to also count as an alcholic drink, which grants the drunk status (see Barroom sphere) for a number of rounds equal to your Craft (alchemy) ranks (min 3 rounds), rather than their constitution.
No formulae or toxin prepared this way have any area of effect, and only affect the drinker. Specialized Venom additionally allows any creature type (or subtype) that you can affect with poison to gain the drunk status, regardless of Constitution score.
Further, you may manipulate any flavor and texture of your drink.
Weaponized Packaging
Your formulae and toxins may be used as fragile melee weapons with a 10ft range increment that deals 1d6 damage. They also count as improvised and splash, if beneficial.
If broken while being used as weapons, the formulae or toxin goes off as normal, with the target being at the center of the effect. The wielder is excluded from the effects any initial blast.
Advanced Talents
Disfiguring Mixture (metamix)
Requirements: Craft (alchemy) 5 ranks, Alteration sphere, Formulae Alchemy package
You may prepare a formulae to also be a Disfiguring Mixture. Preparing a formulae to be as such causes the formulae to count as an additional formulae for the purpose of how many you can have at once.
When you hit an enemy with (or they fail their save against) a Disfiguring Mixture, you may affect them with your Shapeshift ability, applying Blank Form, as an immediate action. Even if you hit multiple enemies with a single Disfiguring Mixture, you may only Shapeshift one. You must pay any spell point costs, and they get any save they are entitled to, as usual.
Special: If you can not apply Blank Form for whatever reason, you may not take or use this feat.
Meta-mixing
Requirements: Craft (alchemy) 4 ranks, one metamagic feat
You may apply the effects of your metamagic feats (or those of an assisting character) to your formulae while preparing them. Each additional spell level the metamagic feat would normally apply makes the formula's count as one additional prepared formulae. Some metamagic feats are not truly applicable, such as Quickened, as you aren't casting it. See your GM for clarifications.
You may only apply up a number of levels of metamagic to any single formulea equal to half your ranks in Craft (alchemy), rounded down.
Metalize (formulae)
Requirements: Craft (alchemy) 5 ranks
Craft DC: 25
You create a flask of metallic ooze. When spread on a weapon, it gains the properties of a special metal, to the exclusion of the properties of the materials it is actually made of (except hit points). This takes a swift action for to coat a weapon you wield, and a move action for one you're not (but is in reach). By spending Martial Focus, you may throw the flask on to the weapon you wish to coat, as a ranged touch attack with a range increment of 10 feet with a move action. (Willing or unattended targets have an AC 10 + size bonus.) A weapon may only be affected by one Metalize at one time, with the previous coat being overwritten by the new one.
Your choice of metals comes from the Creation Sphere's Expanded Materials (Classic) talent, using your Craft (alchemy) ranks + 1/2 your number of formulae talents as your caster level for this purpose. This lasts for a number of minutes equal to your Craft (alchemy) ranks. The coating can be ruined if the weapon takes damage that would destroy one inch of the metal coating.
You may increase the craft DC of this item by 10. Each time you do, you may have the target weapon count as an additional metal simultaneously (taking the best of the selection in any aspect where there's a conflict, such as hardness). You may increase the craft DC of this item by 15, increasing the duration of the coating by 1 step each time (minute to hour to day to week to permanent).
Poisoned Mixture (metamix) (formulae) (toxin)
Requirement: Master Chemist
You must prepare this formulae in order to use this talent. Unlike other formulae, you don't throw this individually, but you can expend it (as a free action) to modify another formulae you throw.
You may choose for your base poison, or one other toxin talent, to apply to all targets affected by any of your formulae except the following: Grease, Improved Bottled Lightning, Improved Flash Powder, Improved Thunderstone.
Any targets affected by this metamixed formulae are only exposed to the poison once, regardless of if the formulae has recurring effects.
Salvation (formulae)
Requirements: Craft (alchemy) 2 ranks, Heal 2 ranks, and Salve (formulae)
You may select this talent multiple times, each time gaining one of the following Life sphere talents, and they work on your Salve. You may spend a prepared Salve in place of each spell point the talents would cost. (If applying the Life Talents to a Salve, you must have a different Salve prepared in order to spend a Salve for a spell point. Obviously.)
Adrenaline Rush, Break Enchantment, Latent Healing, Pain Killer, Ranged Healing, Water of Life, and the Vitality talents.
With GM permission, you may instead select from the following Advanced Life Talents, though you must meet all requirements, treating your Craft (alchemy) ranks as your caster level.
Life-Saving Cure, Resurrection, Greater Resurrection, Transfiguration.
Shielding Tangles
Prerequisites: Improved Tanglefoot Bag, Shield sphere
You may use your Improved Tanglefoot Bag to create a light shield around your arm. This doesn't occupy your hand, but you can't use it as a shield while holding a weapon (or equivalent) in your shield hand.
While using your bag in this way, the first creature who misses a creature benefiting from your Active Defense must roll a reflex save or become Entangled, and stuck to you (not the ground). Stuck targets can not move away from you, although they may still drag, reposition, or push you. This does not negatively affect you, aside from not being able to move away while stuck without Dragging them. In all other ways, this acts as though they were entangled by Improved Tanglefoot Bag. They may still attempt to break free in the standard methods they could with your Improved Tanglefoot Bag. You may release them from being entangled and stuck as a free action.
For each 5 feet of radius your Improved Tanglefoot Bag has, you may entangle one extra target in this manner.
At the beginning of your day, you may prepare up to your maximum number of prepared formulae in half an hour. You are considered to have +2 ranks in Craft(alchemy) for the purpose of how many formulae you can create in a 30/15 minute period.
Dispersed Administration
When you throw an inhaled poison, or a formulae with an area of effect, you may increase that effect's radius by 5 ft, but decrease the save DC by 2. You may do this a number of times equal to your ranks in Craft (alchemy), with the area increase and save DC decrease stacking.
Searing Venom (toxin)
You may choose for your poison to not cause fatigue, but instead cause damage equal to 2 times your ranks in Craft (alchemy) each time they fail their save against this poison, and remain afflicted for 1 minute. The victim also takes damage equal to your Craft (alchemy) ranks each time they fail a save against a different poison, while affected by Searing Venom.
Stable Combinations
You may have 2 additional of formulae prepared at one time. This increases by +1 per 5 ranks in Craft (alchemy).
Potent Brew
You may have any formulae or toxin (ingested) that you create to also count as an alcholic drink, which grants the drunk status (see Barroom sphere) for a number of rounds equal to your Craft (alchemy) ranks (min 3 rounds), rather than their constitution.
No formulae or toxin prepared this way have any area of effect, and only affect the drinker. Specialized Venom additionally allows any creature type (or subtype) that you can affect with poison to gain the drunk status, regardless of Constitution score.
Further, you may manipulate any flavor and texture of your drink.
Weaponized Packaging
Your formulae and toxins may be used as fragile melee weapons with a 10ft range increment that deals 1d6 damage. They also count as improvised and splash, if beneficial.
If broken while being used as weapons, the formulae or toxin goes off as normal, with the target being at the center of the effect. The wielder is excluded from the effects any initial blast.
Advanced Talents
Disfiguring Mixture (metamix)
Requirements: Craft (alchemy) 5 ranks, Alteration sphere, Formulae Alchemy package
You may prepare a formulae to also be a Disfiguring Mixture. Preparing a formulae to be as such causes the formulae to count as an additional formulae for the purpose of how many you can have at once.
When you hit an enemy with (or they fail their save against) a Disfiguring Mixture, you may affect them with your Shapeshift ability, applying Blank Form, as an immediate action. Even if you hit multiple enemies with a single Disfiguring Mixture, you may only Shapeshift one. You must pay any spell point costs, and they get any save they are entitled to, as usual.
Special: If you can not apply Blank Form for whatever reason, you may not take or use this feat.
Meta-mixing
Requirements: Craft (alchemy) 4 ranks, one metamagic feat
You may apply the effects of your metamagic feats (or those of an assisting character) to your formulae while preparing them. Each additional spell level the metamagic feat would normally apply makes the formula's count as one additional prepared formulae. Some metamagic feats are not truly applicable, such as Quickened, as you aren't casting it. See your GM for clarifications.
You may only apply up a number of levels of metamagic to any single formulea equal to half your ranks in Craft (alchemy), rounded down.
Metalize (formulae)
Requirements: Craft (alchemy) 5 ranks
Craft DC: 25
You create a flask of metallic ooze. When spread on a weapon, it gains the properties of a special metal, to the exclusion of the properties of the materials it is actually made of (except hit points). This takes a swift action for to coat a weapon you wield, and a move action for one you're not (but is in reach). By spending Martial Focus, you may throw the flask on to the weapon you wish to coat, as a ranged touch attack with a range increment of 10 feet with a move action. (Willing or unattended targets have an AC 10 + size bonus.) A weapon may only be affected by one Metalize at one time, with the previous coat being overwritten by the new one.
Your choice of metals comes from the Creation Sphere's Expanded Materials (Classic) talent, using your Craft (alchemy) ranks + 1/2 your number of formulae talents as your caster level for this purpose. This lasts for a number of minutes equal to your Craft (alchemy) ranks. The coating can be ruined if the weapon takes damage that would destroy one inch of the metal coating.
You may increase the craft DC of this item by 10. Each time you do, you may have the target weapon count as an additional metal simultaneously (taking the best of the selection in any aspect where there's a conflict, such as hardness). You may increase the craft DC of this item by 15, increasing the duration of the coating by 1 step each time (minute to hour to day to week to permanent).
Poisoned Mixture (metamix) (formulae) (toxin)
Requirement: Master Chemist
You must prepare this formulae in order to use this talent. Unlike other formulae, you don't throw this individually, but you can expend it (as a free action) to modify another formulae you throw.
You may choose for your base poison, or one other toxin talent, to apply to all targets affected by any of your formulae except the following: Grease, Improved Bottled Lightning, Improved Flash Powder, Improved Thunderstone.
Any targets affected by this metamixed formulae are only exposed to the poison once, regardless of if the formulae has recurring effects.
Salvation (formulae)
Requirements: Craft (alchemy) 2 ranks, Heal 2 ranks, and Salve (formulae)
You may select this talent multiple times, each time gaining one of the following Life sphere talents, and they work on your Salve. You may spend a prepared Salve in place of each spell point the talents would cost. (If applying the Life Talents to a Salve, you must have a different Salve prepared in order to spend a Salve for a spell point. Obviously.)
Adrenaline Rush, Break Enchantment, Latent Healing, Pain Killer, Ranged Healing, Water of Life, and the Vitality talents.
With GM permission, you may instead select from the following Advanced Life Talents, though you must meet all requirements, treating your Craft (alchemy) ranks as your caster level.
Life-Saving Cure, Resurrection, Greater Resurrection, Transfiguration.
Shielding Tangles
Prerequisites: Improved Tanglefoot Bag, Shield sphere
You may use your Improved Tanglefoot Bag to create a light shield around your arm. This doesn't occupy your hand, but you can't use it as a shield while holding a weapon (or equivalent) in your shield hand.
While using your bag in this way, the first creature who misses a creature benefiting from your Active Defense must roll a reflex save or become Entangled, and stuck to you (not the ground). Stuck targets can not move away from you, although they may still drag, reposition, or push you. This does not negatively affect you, aside from not being able to move away while stuck without Dragging them. In all other ways, this acts as though they were entangled by Improved Tanglefoot Bag. They may still attempt to break free in the standard methods they could with your Improved Tanglefoot Bag. You may release them from being entangled and stuck as a free action.
For each 5 feet of radius your Improved Tanglefoot Bag has, you may entangle one extra target in this manner.