Talk:Alchemist
Endeavor Pool
- alchemists get a number of points in their Endeavor Pool equal to their CON modifier
- only way to get more points is to raise your CON stat or take a feat (feat adds +1 per 10 levels).
- Endeavor pool is used to help control a mutagen while it is active. You can spend Endeavor points to adjust the result of a die roll upwards on the mutation chart, at a cost of 1 point per +1 on the die result.
- Endeavor Pool refreshes any time you activate your mutagen.
Mutagen
- usable once per day, +1 additional use per 10 Alchemist levels (twice per day at 10, three times per day at 20, four times per day at 30)
- feat to gain 1 additional use per day
- activating mutagen is a swift action, and lasts until the end of the encounter.
- transforms alchemist into the "Melee Only" (Transmogrified Humanoid) template for their CR
- while transformed, they can still throw bombs, and use extracts, BUT ONLY if the bombs and extracts were prepared ahead of time. (Can also still speak normally while transformed)
- Unlike other transmogs, Alchemists retain their INT while transformed, applying the mod to bomb damage as normal, as well as Save DC's for extracts, etc. All other stats are gone, however, as with other transmogs.
- once each round that the mutagen is active (including the first round it is activated), as a free action, you roll on the mutation chart to see what benefit it gives you.
- all mutations end at the start of your next turn (unless otherwise specified)
- you can select the result you rolled, or any result lower than that result on the table, but you can never repeat a result you have already used this encounter.
- you can increase your result by +1 per point of your Endeavor pool you are willing to spend (only limit is table size).
- If all choices equal or below your roll have already been used this encounter, you can either modify the result with your Endeavor pool, or you get no mutation this round.
- Table of mutations is 24 entries long and does not change, but your level determines what you roll on it:
- level 1, roll 1d6 on table
- level 7, roll 1d8 on table
- level 13, roll 1d10 on table
- level 19, roll 1d12 on table
- level 25, roll 1d20 on table
- level 31, roll 1d20+2 on table
Mutations Table
Result | Mutation Granted |
---|---|
1 | You gain a Lesser Swim speed equal to your Walk speed until the start of your next turn. |
2 | You gain a Lesser Climb speed equal to your Walk speed until the start of your next turn. |
3 | You cannot be flanked this round; you also gain a +3 to hit if flanking (instead of +2) until the start of your next turn. |
4 | You gain ER Common (Acid, Cold, Fire, Lightning, Sonic) equal to your character level until the start of your next turn. |
5 | You gain a Vaulting speed equal to your Walk speed until the start of your next turn. |
6 | You gain DR Common (Bludgeoning, Crushing, Piercing, Slashing, Slime) equal to your character level until the start of your next turn. |
7 | You suffer no to-hit penalty vs. enemies with Partial Cover. |
8 | One attack that hits you this round misses instead. |
9 | You gain Tremorsense with a range of 30 feet until the start of your next turn. |
10 | You gain a Lesser Flight speed equal to your Walk speed until the start of your next turn. |
11 | Any Walk-based movement you make this turn does not provoke attacks of opportunity. |
12 | You may perform a Push maneuver against an adjacent creature as a swift action at any point during your turn this round. If made against an enemy creature, you must roll a Maneuver Offense check vs. its Maneuver Defense. |
13 | You instantly heal a number of hit points equal to your character level. |
14 | All your move speeds increase by 10 feet until the start of your next turn. |
15 | You gain Inclusive Reach out to 10 feet (instead of 5 feet), until the start of your next turn. |
16 | You are immune to any new status conditions inflicted this round (no effect on existing conditions). |
17 | You gain a number of temporary hit points equal to your character level. |
18 | Any move actions you take this round are considered swift actions. |
19 | Any enemies that hit you with melee attacks before the start of your next turn suffer a number of points of Acid (energy, common) damage equal to your character level. |
20 | You may activate a prepared Extract as a move action this round. |
21 | You gain a Lesser Teleport speed equal to your Walk speed until the start of your next turn. |
22 | You may throw a prepared Bomb as a move action this round. |
23 | You may swap places with a willing ally within 30 feet as a swift action at any point during this turn. |
24 | You gain Inclusive Reach out to 15 feet (instead of 5 feet), until the start of your next turn. |
Bombs and Extracts
- clarify rules to state that alchemist can either prepare bombs and extracts in advance, or they can prepare them on the fly. Preparing them on the fly effectively gives them spontaneous casting; however, they cannot prepare on the fly while in mutagen form -- they can only use prepared bombs and/or extracts.
- Get rid of the "sharable extracts" discovery, and instead make all extracts self-only, but add in a "contagion" feature which allows the alchemist to spread a buff to an adjacent ally (buff would either lay a charge on the ally, or it would just last for a single round, regardless of how long it lasts on the alchemist).
Discoveries Related to Mutagens
Discovery | Prerequisites | Description |
---|---|---|
Aggressive Mutation (Discovery) | Mutation class feature | Select a barbarian rage power to use while in mutagen form. |
Alchemical Claws (Discovery) * | Mutagen class feature | Add your bomb damage to a melee attack while in mutagen form. |
Elemental Mutagen | - | Whenever you imbibe a mutagen, you gain resistance to an energy type and a competence bonus on an associated skill check. |
Explosive Halitosis | Alchemist 14, Grand Mutagen | You can create and use bombs while in Mutagen form |
Improved Alchemical Claws (Discovery) * | Alchemist 14, Grand Mutagen | Add your bomb damage to multiple melee attacks while in mutagen form. |
Infuse Mutagen | - | You can have multiple mutagens prepared |
Mutagen, Grand | Alchemist 12, Greater Mutagen | Increase physical scores and decrease mental scores |
Mutagen, Greater | Alchemist 6, Mutagen class feature | Increase physical scores and decrease mental scores |
Mutagen, True | Alchemist 16, Grand Mutagen | The alchemist improves his mutagen even further |
Rag Doll Mutagen | - | Your body becomes rubbery and easy to contort |
Sebaceous Cyst* | Alchemist 6 | Spew out cones of bomb damage while in Mutagen form |
Grand Discovery | Prerequisites | Description |
---|---|---|
Alchemical Abomination | Alchemist 20, True Mutagen | You improve your mutagen further |
Mutagenic Immutability | Alchemist 23, Eternal Youth | The alchemist becomes immune to attribute drains and attribute damage |
Mutation Mastery | Alchemist 26, Mutation Suppression | Temporarily suppress the positive and negative effects of your mutagen a number of times per day equal to your INT mod. |
Mutation Suppression | Alchemist 23, True Mutagen | Temporarily suppress the positive and negative effects of your mutagen a number of times per day equal to your INT mod. |
Unborn Horror | Alchemist 23, Alchemical Abomination | You have gone TOO FAR! The alchemist improves his mutagen even further |
WHAT HATH SCIENCE WROUGHT? | Alchemist 29, Unborn Horror | You were warned. The Gods Themselves begged you not to do this. The alchemist perfects his mutagen, and the world trembles. |
Alchemist Example Builds
(not a legal build; needs reviewed)
Bomb-Throwing Build
Human, base stats: Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8.
Example Feats
1st Level: Point Blank Shot, Precise Shot. Lets you put your bombs exactly where you want them
3rd Level: Weapon Focus:Bombs. Still making the bombs better.
5th Level: Extra Discovery: Acid Bombs*. Now that the bombs go where you want them, you start to make them nassssty.
7th Level: Dodge. A point of armor class and unlocks good stuff.
9th Level: Close Quarters Thrower. Throw bombs in melee!
11th Level: Charging Hurler. Lets you keep up with the first round rush and still attack.
13th Level: Far Shot. Throw bombs waaaay further and still hit.
15th Level: Mobility. Avoid those attacks of opportunity.
17th Level: Shot on the Run. Pop around a corner, throw a bomb, hide. So awesome.
19th Level: Clustered Shots. This lets you punch through DR like crazy.
Example Discoveries:
2nd Level: Precise Bombs
4th Level: Explosive Bombs*
6th Level: Breath Weapon Bomb
8th Level: Fast Bombs
10th Level: Force Bomb*
12th Level: Demolition Bomb*
14th Level: Dispelling Bomb*
16th Level: Frost Bomb*
18th Level: Elixir of Life
20th Level: Fast Healing 5, Smoke Bomb*, Inferno Bomb*.
Hulchemist Build
Human, base stats: Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8
Example Feats
1st Level: Dodge, Mobility. Move around in melee, get hit less, and melee sucks, you want the armor class bad.
3rd Level: Weapon Focus: Natural Attacks. Yeah, you wreck'em in melee, you betcha!
5th Level: Power Attack. Yeah, you wreck'em in melee, you betcha!
7th Level: Point Blank Shot. Still gotta work the bombs!
9th level: Toughness. Hit points, baby!
11th Level: Precise Shot. Workin' the bombs
13th level: Shot on the Run. The corner thing, so awesome.
15th Level: Rending Claws. Oh, yeah, even more melee damage
17th Level: Defensive Combat Training. Stops the bad guys from tackling you all the time
19th Level: Advanced Def Combat Training. No, seriously. Getting grappled sucks.
Example Discoveries:
2nd Level: Alchemical Claw
4th Level: Spontaneous Healing
6th Level: Greater Mutagen
8th Level: Vestigial Arm
10th Level: Vestigial Arm
12th Level: Grand Mutagen
14th Level: Tentacle
16th Level: True Mutagen
18th Level: Nauseating Flesh
20th Level: Alchemical Abomination, Improved Alchemical Claw, Preserve Organs.