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  1. - Top - End - #1
    Pixie in the Playground
     
    BlackDragon

    Join Date
    Jul 2013

    Default Master Alchemist

    Alchemist of Evolution Prestige Class (Version 1)
    By forsaking the study of discoveries, Poisons, and other Alchemical Studies; an Alchemist of Evolution is able to focus his studies on ways to Evolved his own body and mind taking him close to the next level of being. Through study of their own personal physiology and DNA they are able to use Alchemy to modify their own body, giving them any array of extraordinary abilities beyond the reach of most.

    Requirement
    Skills: Craft(Alchemy): 10 ranks; Spell-Craft 10 ranks, Knowledge (Arcana): 10 ranks, Knowledge (Nature): 10 ranks
    Special: Must possess Preserve Organ and Mummification Discovery.

    Game Information:
    Class Skills: Appraise (Int), Bluff (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int) , Survival (Wis), and Use Magic Device (Cha).
    Skill Points: 4 + Int modifier
    Hit Dice: D8

    Class Level Base Attack Fort Save Ref Save Will Save Special Extracts Per Day
    1 +0 +1 +1 +0 Knack, Alchemically Enhance Senses
    2 +1 +1 +1 +1 Nerve Injections +1 Level of Alchemist
    3 +2 +2 +2 +1 Improved Knack, Chemically Enhanced Fortitude
    4 +3 +2 +2 +1 Cognitive Enhancers +1 Level of Alchemist
    5 +3 +3 +3 +2 Knack Mastery, Alchemically Enhanced Body

    Class Features
    Weapon and Armor Proficiency: The Alchemist of Evolution gains no proficiency with any weapon or armor.

    Extracts per Day: At 2nd and 4th level, an Alchemist of Evolution gains new extracts per day as if he had also gained a level in alchemist. He does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.

    Knack (su): At 1st level, the Alchemist of Evolution is allowed to choice to continue his skills, and even later master them, in either his mutagens or his Bombs. Selecting one to continue in one, requires giving up the study of the other.
    If the Alchemist of Evolution choice is
    Bombs: Selecting the power of offence, the Alchemist of Evolution continues to advance the destructive power of his bombs.
    He gains the Fast Bombs as a bonus Feat. If the Alchemist of Evolution already possess this feat, then he may pick another feat they he qualifies for (including extra discovery). Also, add the character’s Alchemist(& any other classes that stack with Alchemist level for bomb effects) and Alchemist of Evolution levels together to determine any effect of his bombs, this includes damage, the Reflex DC save of his bombs[10 + (Alchemist level + Alchemist of Evolution level)/2 + Intelligence modifier], Bombs per day, etc...
    Alchemist level: For the purpose determining the Alchemist of Evolution "Alchemist level" use his current "Alchemist level" + his Alchemist of Evolution level for the purpose of qualifying for and/or using bomb Alchemist abilities and Discoveries(any other discovery with the word "bomb" in the title, prerequisite, is used to change the effect of a bomb ability, is the prerequisite of a bomb discovery, or others with GM discretion) ONLY. For all other the Alchemist of Evolution "Alchemist level" is his current "Alchemist level", not including his Alchemist of Evolution level. This includes Greater Mutagen, Greater Alchemical Simulacrum, Mutagen's duration, Craft(Alchemy) competence bonus, ect...

    Mutagen Selecting the skill of temporally mutating your own DNA, you Mutagens skills can reach level undreamed by many(Grand Discovery).
    He gains the Greater Mutagen as a bonus Discovery. If the Alchemist of Evolution already possess Greater Mutagen, then he instead gains Grand Mutagen. If the Alchemist of Evolution already possess Grand Mutagen, then he may pick any feat they he qualifies for (including extra discovery). The Alchemist of Evolution adds together his alchemist and Alchemist of Evolution levels together to determine her effective alchemist level for the effect/duration of his Mutagen.
    Alchemist level: For the purpose determining the Alchemist of Evolution "Alchemist level" use his current "Alchemist level" + his Alchemist of Evolution level for the purpose of qualifying for and/or using Mutagen Alchemist abilities and Discoveries(any other discovery with the word "Mutagen " in the title, prerequisite, is used to change the effect of a Mutagen ability, is the prerequisite of a Mutagen discovery, or others with GM discretion) ONLY. For all other the Alchemist of Evolution "Alchemist level" is his current "Alchemist level", not including his Alchemist of Evolution level. This includes Mummification, Greater Alchemical Simulacrum, Bomb Damage and DC, Craft(Alchemy) competence bonus, etc...


    Alchemically Enhance Senses:At 1st level, the Alchemist of Evolution modifies his DNA and/or physical make up of the inner workings of his body to gain BlindSight 60ft. The Alchemical nature of this special sense makes it so is has no weakness such as "Deafening attacks thwart blindsight if it relies on hearing".

    Nerve Injections(Ex):At 2nd, the Alchemist of Evolution discovers a unique drug that he must injects into his muscles. Requiring a unique and precises process of 7 consecutive injects of the special drug, the Alchemist of Evolution gains his first extraordinary ability. Creating 7 dozes of the drugs requires a Craft (Alchemy) DC 20 check and 700 gold. Once create the drugs remains stable and usable until the Alchemist of Evolution is ready to start the process. If the Alchemist of Evolution attempts to craft a second set of dozes and succeed then any other currently crafted drug dose become unusable. Once the Alchemist of Evolution succeeds at the process and gains the benefits of the drug, any future dozes they create have no effect. At the start of the process the drug must be activated so if not injected following the correct process, dozes can be rendered unusable. The drug (activated or not) will not work on anyone other than the Alchemist of Evolution who created it. The drug reacts as water to any creatures other than the Alchemist of Evolution that created it, even other Alchemist of Evolution-s. Because of the unique and unstable nature of the drug, the Alchemist of Evolution must follow an unforgiving injection schedule. After the First injection, the Alchemist of Evolution must wait at a day(24 hours) between injections and can go at most 2 days between each dose. If an injected is given too soon (<=24 hours of last injection) or missed(>48 hours of last injection), then process is ruined and any remaining doses are rendered unusable The process fails, the Alchemist of Evolution suffers no ill effects but he cannot try again for at least 1 week (7 days). Also, the Alchemist of Evolution must craft a new set of doses of the drug. Once the process is successful completed by correctly administering the 7th dose of the drug, the Alchemist of Evolution gains the bonus of the Process.
    The Alchemist of Evolution gains Lightning Reflexes and evasion.
    If he already possess Lightning Reflexes, he gains Improved Lightning Reflexes instead. If he already possess Improved Lightning Reflexes then he may pick any feat they he qualifies for (including extra discovery).
    If he already possess evasion, he gains improved evasion. If he already possess improved evasion then he may pick any feat they he qualifies for (including extra discovery).

    Improved Knack(Ex): At 3rd level, the Alchemist of Evolution ability with his knack improves.
    Bombs: Being in combat and near the power of their bombs, the Alchemist of Evolution learns how to deal with constant damage. Through an Alchemically potion which permanently toughening his skin; allowing the Alchemist of Evolution gains the ability to absorb more damage than usual. Start at 3rd level, a Alchemist of Evolution gains DR 5/-. This stacks with any other ?/- Damage reduction the Alchemist of Evolution may current possess or gain.

    MutagenAs he advances in power the Alchemist of Evolution learns the importance of strategy and not letting ones mental abilities suffer as a result of increasing the physical. Start at 3rd level, whenever a Alchemist of Evolution is under the effect of any type of mutagen or mutagen effect (Master Chymist: Mutagenic Form or others with GM Approval), the wearer takes no penalty to mental ability scores from that mutagen/mutagen effect.

    Chemically Enhanced Fortitude(Ex): At 3rd level, the Alchemist of Evolution gains Immunity to diseases(including supernatural and magical diseases; Like mummy rot), poison, ability damage/drain, fatigue/exhaustion. The Alchemist of Evolution no longer needs to eat, sleep, drink or breath, though he may do so if he wishes. Also, Alchemist of Evolution gains Great Fortitude as a bonus feat. If he already possess Great Fortitude, he gains Improved Great Fortitude instead. If he already possess Improved Great Fortitude then he may pick any feat they he qualifies for (including extra discovery).

    Cognitive Enhancers(Ex): At 4th level, the Alchemist of Evolution gains an Indomitable Will making him immune to enchantment effects and he gains Iron Will as a bonus feats. If he already possess Iron Will, he gains Improved Iron Will instead. If he already possess Improved Iron Will then he may pick any feat they he qualifies for (including extra discovery).

    Knack Mastery(Ex): At 5th level, the Alchemist of Evolution gains a special mastery of their knack.
    Bombs:The Alchemist of Evolution increase the amount of damage he can absorb. The Alchemist of Evolution Damage Reduction increases to DR 10/- at 10th level.
    Mutagen He gains the Greater Mutagen as a bonus Discovery. If the Alchemist already possess Greater Mutagen, then he instead gains True Mutagen (Grand Discovery) .

    Alchemically Enhanced Body(Ex): At 5th level, the Grand Alchemist gains 2 Grand Discoveries of his choice from the following list(The Grand Alchemist must meet all requirements):Awaken Intelligent, Eternal Youth, Fast Healing, Poison Touch, or other Discovery (normal and Grand) that permanently changes the Grand Alchemist in some way(with GM Approval:D).
    If the Alchemist has the Knack of Mutagen then he may also select True Mutagen (Grand Discovery) .
    If the Alchemist has the Knack of Bombs then he may also select Philosopher Stone(Grand Discovery). Because the he has an especially destructive skill with explosions or a slight too powerful obsession with blowing things up; probably a little of both; the Alchemist of Evolution has learn how to solve solve his property damage bills by making his own gold.
    Last edited by Lacoran; 2016-10-16 at 02:17 PM.

  2. - Top - End - #2
    Pixie in the Playground
     
    BlackDragon

    Join Date
    Jul 2013

    Default Re: Master Alchemist

    Alchemist of Evolution Prestige Class (Version 2)
    By forsaking the study of discoveries, Poisons, and other Alchemical Studies; an Alchemist of Evolution is able to focus his studies on ways to Evolved his own body and mind taking him close to the next level of being. Through study of their own personal physiology and DNA they are able to use Alchemy to modify their own body, giving them any array of extraordinary abilities beyond the reach of most beings.

    Requirement
    Skills: Craft(Alchemy): 10 ranks; Spell-Craft 10 ranks, Knowledge (Arcana): 10 ranks, Knowledge (Nature): 10 ranks
    Special: Must possess Preserve Organ and Mummification Discovery.

    Game Information:
    Class Skills: Appraise (Int), Bluff (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int) , Survival (Wis), and Use Magic Device (Cha).
    Skill Points: 4 + Int modifier
    Hit Dice: D8

    Class Level Base Attack Fort Save Ref Save Will Save Special Extracts Per Day
    1 +0 +1 +1 +0 Knack, Alchemically Enhance Senses
    2 +1 +1 +1 +1 Nerve Injections +1 Level of Alchemist
    3 +2 +2 +2 +1 Improved Knack, Chemically Enhanced Fortitude
    4 +3 +2 +2 +1 Cognitive Enhancers +1 Level of Alchemist
    5 +3 +3 +3 +2 Knack Mastery, Alchemically Enhanced Body

    Class Features
    Weapon and Armor Proficiency: The Alchemist of Evolution gains no proficiency with any weapon or armor.

    Extracts per Day: At 2nd and 4th level, an Alchemist of Evolution gains new extracts per day as if he had also gained a level in alchemist. He does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.

    Knack (su): At 1st level, the Alchemist of Evolution is allowed to choice to continue his skills, and even later master them, in either his mutagens or his Bombs. Selecting one to continue in one, requires giving up the study of the other.
    If the Alchemist of Evolution choice is
    Bombs: Selecting the power of offence, the Alchemist of Evolution continues to advance the destructive power of his bombs.
    He gains the Fast Bombs as a bonus Feat. If the Alchemist of Evolution already possess this feat, then he may pick another feat they he qualifies for (including extra discovery). Also, add the character’s Alchemist(& any other classes that stack with Alchemist level for bomb effects) and Alchemist of Evolution levels together to determine any effect of his bombs, this includes damage, the Reflex DC save of his bombs[10 + (Alchemist level + Alchemist of Evolution level)/2 + Intelligence modifier], Bombs per day, etc...
    Alchemist level: For the purpose of determining the Alchemist of Evolution "Alchemist level" use his current "Alchemist level" + his Alchemist of Evolution level for the purpose of qualifying for and/or using bomb Alchemist abilities and Discoveries(any other discovery with the word "bomb" in the title, prerequisite, is used to change the effect of a bomb ability, is the prerequisite of a bomb discovery, or others with GM discretion) ONLY. For all other the Alchemist of Evolution "Alchemist level" is his current "Alchemist level", not including his Alchemist of Evolution level. This includes Greater Mutagen, Greater Alchemical Simulacrum, Mutagen's duration, Craft(Alchemy) competence bonus, ect...

    Mutagen Selecting the skill of temporally mutating your own DNA, you Mutagens skills can reach level undreamed by many(Grand Discovery).
    He gains the Greater Mutagen as a bonus Discovery. If the Alchemist of Evolution already possess Greater Mutagen, then he instead gains Grand Mutagen. If the Alchemist of Evolution already possess Grand Mutagen, then he may pick any feat they he qualifies for (including extra discovery). The Alchemist of Evolution adds together his alchemist and Alchemist of Evolution levels together to determine her effective alchemist level for the effect/duration of his Mutagen.
    Alchemist level: For the purpose of determining the Alchemist of Evolution "Alchemist level" use his current "Alchemist level" + his Alchemist of Evolution level for the purpose of qualifying for and/or using Mutagen Alchemist abilities and Discoveries(any other discovery with the word "Mutagen " in the title, prerequisite, is used to change the effect of a Mutagen ability, is the prerequisite of a Mutagen discovery, or others with GM discretion) ONLY. For all other the Alchemist of Evolution "Alchemist level" is his current "Alchemist level", not including his Alchemist of Evolution level. This includes Mummification, Greater Alchemical Simulacrum, Bomb Damage and DC, Craft(Alchemy) competence bonus, etc...


    Alchemically Enhance Senses:At 1st level, the Alchemist of Evolution modifies his DNA and/or physical make up of the inner workings of his body to gain BlindSight 60ft. The Alchemical nature of this special sense makes it so is has no weakness such as "Deafening attacks thwart blindsight if it relies on hearing".

    Nerve Injections(Ex):At 2nd, the Alchemist of Evolution discovers a unique drug that he must injects into his muscles. Requiring a unique and precises process of 7 consecutive injects of the special drug, the Alchemist of Evolution gains his first extraordinary ability. Creating 7 dozes of the drugs requires a Craft (Alchemy) DC 20 check and 700 gold. Once created the drugs remains stable and usable until the Alchemist of Evolution is ready to start the process. If the Alchemist of Evolution attempts to craft a second set of dozes and succeed then any other currently crafted drug dose become unusable. Once the Alchemist of Evolution succeeds at the process and gains the benefits of the drug, any future dozes they create have no effect. At the start of the process the drug must be activated so if not injected following the correct process, dozes can be rendered unusable. The drug (activated or not) will not work on anyone other than the Alchemist of Evolution who created it. The drug reacts as water to any creatures other than the Alchemist of Evolution that created it, even other Alchemist of Evolution-s. Because of the unique and unstable nature of the drug, the Alchemist of Evolution must follow an unforgiving injection schedule. After the First injection, the Alchemist of Evolution must wait at a day(24 hours) between injections and can go at most 2 days between each dose. If an injected is given too soon (<=24 hours of last injection) or missed(>48 hours of last injection), then process is ruined and any remaining doses are rendered unusable The process fails, the Alchemist of Evolution suffers no ill effects but he cannot try again for at least 1 week (7 days). Also, the Alchemist of Evolution must craft a new set of doses of the drug. Once the process is successful completed by correctly administering the 7th dose of the drug, the Alchemist of Evolution gains the bonus of the Process.
    The Alchemist of Evolution gains Lightning Reflexes and evasion.
    If he already possess Lightning Reflexes, he gains Improved Lightning Reflexes instead. If he already possess Improved Lightning Reflexes then he may pick any feat they he qualifies for (including extra discovery).
    If he already possess evasion, he gains improved evasion. If he already possess improved evasion then he may pick any feat they he qualifies for (including extra discovery).

    Improved Knack(Ex): At 3rd level, the Alchemist of Evolution ability with his knack improves.
    Bombs:For the purpose of attacks with bombs, the Alchemist of Evolution's base attack bonus is equal to his total character level. This may grants the Alchemist of Evolution additional attacks per turn, but this only applies if every attack made in a single round are made with bombs. For all other purposes, such as qualifying for a feat or a prestige class, the Alchemist of Evolution uses his normal base attack bonus.

    MutagenAs he advances in power the Alchemist of Evolution learns the importance of strategy and not letting ones mental abilities suffer as a result of increasing the physical. Start at 3rd level, whenever a Alchemist of Evolution is under the effect of any type of mutagen or mutagen effect (Master Chymist: Mutagenic Form or others with GM Approval), the Alchemist of Evolution no longer takes penalty to mental ability scores from any mutagen, mutagen-ic effect, or others with GM approval.

    Chemically Enhanced Fortitude(Ex): At 3rd level, the Alchemist of Evolution gains Immunity to diseases(including supernatural and magical diseases {example: Mummy Rot or Zombie rot}, poison, ability damage/drain, and fatigue/exhaustion. The Alchemist of Evolution no longer needs to eat, sleep, drink or breath, though he may do so if he wishes. Also, Alchemist of Evolution gains Great Fortitude as a bonus feat. If he already possess Great Fortitude, he gains Improved Great Fortitude instead. If he already possess Improved Great Fortitude then he may pick any feat they he qualifies for (including extra discovery).

    Cognitive Enhancers(Ex): At 4th level, the Alchemist of Evolution gains an Indomitable Will making him immune to all mind-affecting effects(charms & compulsions], Illusion[patterns], Illusion[phantasms], etc...) except morale effects (enchantment . Also, he gains Iron Will as a bonus feats. If he already possess Iron Will, he gains Improved Iron Will instead. If he already possess Improved Iron Will then he may pick any feat they he qualifies for (including extra discovery).

    Knack Mastery(Ex): At 5th level, the Alchemist of Evolution gains a special mastery of their knack.
    Bombs: Being in combat and near the power of their bombs, the Alchemist of Evolution learns how to deal with constant damage. Through an Alchemically potion which permanently toughening his skin; allowing the Alchemist of Evolution gains the ability to absorb more damage than usual. Start at 5th level, a Alchemist of Evolution gains DR 5/-. This stacks with any other ?/- Damage reduction the Alchemist of Evolution may current possess or gain.
    Mutagen He gains the Greater Mutagen as a bonus Discovery. If the Alchemist already possess Greater Mutagen, then he instead gains True Mutagen (Grand Discovery) .

    Alchemically Enhanced Body(Ex): At 5th level, the Alchemist of Evolution gains 2 Grand Discoveries of his choice from the following list(The Alchemist of Evolution must meet all requirements):Awaken Intelligent, Eternal Youth, Fast Healing, Poison Touch, or other Discovery (normal and Grand) that permanently changes the Alchemist of Evolution in some way(with GM Approval:D).
    If the Alchemist has the Knack of Bombs then he may also select Philosopher Stone(Grand Discovery). Because of the time he as spent mastering an especially destructive skill with explosions or a slight too powerful obsession with blowing things up; probably a little of both; the Alchemist of Evolution has learn how to solve his property damage bills by making his own Weath or by Faking his death.
    If the Alchemist has the Knack of Mutagen then he may also select True Mutagen (Grand Discovery) . If the Alchemist already possess True Mutagen (Grand Discovery), then he may select the Philosopher Stone(Grand Discovery).
    Last edited by Lacoran; 2016-11-19 at 07:41 PM.

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