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    Feb 2013

    Default [Archetype] Blood-Draught Alchemist (Alchemist) [PEACH]

    Some alchemists, rather than practicing traditional alchemy, are capable of spontaneously forming the compounds necessary to create elixirs within their own bloodstream.

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

    Table 1-1: Blood Component Costs
    Component Cost (gp) Damage Dealt
    1-50 5
    51-300 11
    301-750 17
    751+ 23

    Table 1-2: Blood-Draught Alchemist Extractions Known
    Level 1st 2nd 3rd 4th 5th 6th
    1st 2 - - - - -
    2nd 3 - - - - -
    3rd 4 - - - - -
    4th 4 2 - - - -
    5th 4 3 - - - -
    6th 4 4 - - - -
    7th 5 4 2 - - -
    8th 5 4 3 - - -
    9th 5 4 4 2 - -
    10th 5 5 4 3 - -
    11th 6 5 4 4 - -
    12th 6 5 4 4 - -
    13th 6 5 5 4 2 -
    14th 6 6 5 4 3 -
    15th 6 6 5 5 4 -
    16th 6 6 5 5 4 2
    17th 6 6 6 5 4 3
    18th 6 6 6 5 4 4
    19th 6 6 6 6 5 4
    20th 6 6 6 6 5 5

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

    -Alchemy of the Blood: The blood-draught alchemist learns how to create mundane alchemical items, any item that can be created with having the right materials on hand and a Craft (alchemy) check, using their own blood. When attempting to create such items, they must deal 1 point of damage to themselves as well as sacrifice additional hit points based on the cost of the item. With alchemical items where otherwise mundane items is turned into alchemical items, such as smokesticks, sunrods, tanglefoot bags, thunderstones, and tindertwigs, the blood-draught alchemist is required to provide the item their blood is to be applied to (for instance, an iron rod for a sunrod, a stone for a thunderstone, or a flask to contain acid or alchemist's fire). Producing alchemical items in this fashion requires a move action, and for the blood-draught alchemist to succeed on a Craft (Alchemy) check. Failing this check simply fails to create the alchemical item, though the damage is still taken (For instance, failing to craft acid (flask) simply results in a flask filled with the blood-draught alchemist's blood, or failing to craft a sunrod results in having an iron rod with blood smeared on it.) Alchemical items created this way only last a number of minutes equal to the blood-draught alchemist's class level plus his Charisma modifier.
    Last edited by Xuldarinar; 2014-08-27 at 01:21 AM.
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