Talk:Alchemist

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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 Lesser Swim: Your hands and feet elongate and become webbed. You gain a Lesser Swim speed equal to your Walk speed until the start of your next turn.
2 Lesser Climb: You can temporarily control the stickiness of your flesh, making it easy to grip any surface. You gain a Lesser Climb speed equal to your Walk speed until the start of your next turn.
3 Flanking: You sprout eyes on the backs of your elbows and knees. 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 Energy Resist: Your skin exudes a coating of some viscous substance that is highly resistant to elemental damage. You gain ER Common (Acid,  Cold,  Fire,  Lightning,  Sonic) equal to your character level until the start of your next turn.
5 Vaulting: Your knee joints reverse, giving you a powerful leaping ability. You gain a Vaulting speed equal to your Walk speed until the start of your next turn.
6 Damage Resist: Your bones become hyper-dense, and protrude as spikes and plates from the surface of your flesh. You gain DR Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime) equal to your character level until the start of your next turn.
7 See Around Corners: Your arms grow three new joints (each!), and long hairs on them allow you to detect the slightest movement of nearby enemies. You suffer no to-hit penalty vs. enemies with Partial Cover.
8 Fleshy Double: You shed a lumpy blob of yourself as you step to the side, leaving your enemies confused as to which of you is 'you'. As long as you displace at least 15 feet from your starting square this turn, one attack that would normally hit you may be declared a miss, instead, as a triggered interrupt (immediate action). The attack must occur before the start of your next turn, or the ability is lost.
9 Tremorsense: The nerves in your feet become hyper-sensitive, granting you a preternatural ability to sense those touching the ground nearby. You gain Tremorsense with a range of 30 feet until the start of your next turn.
10 Lesser Flight: You sprout a pair (or quartet) of vestigial, bony wings. Despite the fact that they shouldn't be able to hold you aloft, you gain a Lesser Flight speed equal to your Walk speed until the start of your next turn.
11 Skittering Stride: Your legs sprout two new legs (each!) from the knee down, making your gait unpredictable and abrupt. Until the start of your next turn, any Walk-based movement you make does not provoke attacks of opportunity.
12 Tentacle Push: A long, powerful tentacle, corded with muscle, sprouts from your side. You may perform a Reposition maneuver against an adjacent creature as a swift action at any point during your turn this round.
13 Knitted Flesh: Your skin begins bubbling, as though boiling. As a vaporous steam escapes from your pores, your wounds begin to rapidly close on their own. You instantly heal a number of hit points equal to your character level. Once the healing is applied, this mutation has no further effect.
14 Trebuchet Arms: Your arms lengthen and narrow, losing all muscle tone, while growing a third joint that is floppy and hard to control. However, it does seem to carry momentum surprisingly well. Until the start of your next turn, the range increment for any prepared Bombs you throw is doubled.
15 Longarms: Your arms bulge and ripple with suddenly-oversized muscles, the bones elongating until your knuckles brush the ground, though you stand upright. You gain Inclusive Reach out to 10 feet (instead of 5 feet), until the start of your next turn.
16 Too Poisonous for Poison: Your blood turns clear, carrying the strong scent of ammonia. Nothing could live in that! You are immune to any new status conditions inflicted this round. This mutation has no effect on existing conditions, however.
17 Ablative Armor: You grow a shiny exoskeleton, covering your skin like a bug's shell, and made up of several layers of hard chitin that break off as it is damaged. You gain a number of temporary hit points equal to your character level. Unlike other mutations, these temporary hit points persist until they are removed by damage, or until the encounter ends.
18 Adrenaline Spike: Your nervous system kicks into overdrive, making your movements almost too fast to follow. Any move actions you take this round are considered swift actions.
19 Caustic Pus: Your skin is instantly covered in boils and pustules, all on the verge of popping messily. All enemies that hit you with melee attacks before the start of your next turn take Acid (energy, common) damage equal to your character level. This occurs after each melee-based hit is resolved, and can affect the same creature more than once, if it hits you more than once.
20 That Brain Thing: Despite the chaos around you, and the mad science flowing through your ever-changing body, your thoughts coalesce with perfect clarity for just an instant. You may activate a prepared Extract as a move action this round (instead of a standard action).
21 Recomposition: Your body transforms into a swarm of fleshy, bulgy flies for an instant, which spread out, then reconvene nearby, combining back into your 'normal' body once again. You gain a Lesser Teleport speed equal to your Walk speed until the start of your next turn.
22 Reflexive Blitz: Without even taking the time for conscious thought, your hand grabs a bomb and throws it at a nearby enemy. Wait! Just how many hands do you have? You may throw a prepared Bomb as a move action this round (instead of a standard action).
23 Shell Game: Tendrils of your flesh reach out and wrap around a nearby ally, covering them completely. As the tendrils part, they reveal you where your ally once was, and your ally where you once were. Neither of you is completely comfortable with what you have just shared. You may swap places with a willing ally within 30 feet as a swift action at any point during this turn.
24 Rubber Band Arms: Your arms appear perfectly normal (well, normal for you, anyway), except you can feel the bones changing into something much more stretchy and flexible. Until the start of your next turn, you gain Inclusive Reach out to 15 feet (instead of 5 feet).

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.