True Mutagen (Discovery): Difference between revisions

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:* +10 alchemy bonus to Strength and a -2 penalty to Intelligence.
:* +10 alchemy bonus to Strength and a -2 penalty to Intelligence.
:* +4 alchemy bonus to Fortitude and Reflex saves, and a -4 penalty to Will saves.
:* +4 alchemy bonus to Fortitude and Reflex saves, and a -4 penalty to Will saves.
:* A base attack (BAB) equal to 20 plus 1 per two Alchemist levels above 20.  This also impacts their CMB and CMD values.
:* A base attack (BAB) equal to 20 plus 1 per two Alchemist levels above 20.  This also impacts their CMB and Resilience values.
:* Natural claw attacks (1d6 base damage each), a bite attack (1d8 base damage)and bonus rend damage if any two claws hit which inflicts 2d8 of bonus damage.  These attacks do the same damage regardless of your base size. While in mutation form, all Attacks of Opportunity and bonus attacks are made using this claw damage. (Note that this base damage increases with level as per standard melee weapon rules.  Thus at level 16, the claws do 3d6 and the bite does 3d8.  This damage increases to x4 at level 23 and x5 at level 29.)  
:* Natural claw attacks (1d6 base damage each), a bite attack (1d8 base damage)and bonus rend damage if any two claws hit which inflicts 2d8 of bonus damage.  These attacks do the same damage regardless of your base size. While in mutation form, all Attacks of Opportunity and bonus attacks are made using this claw damage. (Note that this base damage increases with level as per standard melee weapon rules.  Thus at level 16, the claws do 3d6 and the bite does 3d8.  This damage increases to x4 at level 23 and x5 at level 29.)  
:* The alchemist's natural attacks are considered magic for purposes of overcoming DR.  In addition, the alchemist may choose two of the following damage types when they consume their mutagen, and their natural attacks gain that feature as well for purposes of overcoming DR: cold iron, silver, adamantine, or one axis of the Alchemist's alignment.  Once selected these damage types may not be changed unless a new mutagen is consumed or the Alchemist uses a Discovery to suspend and resume his mutation.
:* The alchemist's natural attacks are considered magic for purposes of overcoming DR.  In addition, the alchemist may choose two of the following damage types when they consume their mutagen, and their natural attacks gain that feature as well for purposes of overcoming DR: cold iron, silver, adamantine, or one axis of the Alchemist's alignment.  Once selected these damage types may not be changed unless a new mutagen is consumed or the Alchemist uses a Discovery to suspend and resume his mutation.

Revision as of 23:45, 12 March 2017


True Mutagen

Prerequisites: Alchemist 16, Grand Mutagen discovery


Benefit: An alchemist who selects True Mutagen as his grand discovery at level 16 can maximize the effects of his mutagen, gaining the following abilities instead of those listed for the grand mutagen:

  • A +4 bonus to natural armor
  • A +2 dodge bonus
  • A +2 shield bonus
  • Instantly gains 10 + (4 x Alchemist Level) in hit points, and the Alchemist's maximum hit points increase by the same amount.
  • +10 alchemy bonus to Strength and a -2 penalty to Intelligence.
  • +4 alchemy bonus to Fortitude and Reflex saves, and a -4 penalty to Will saves.
  • A base attack (BAB) equal to 20 plus 1 per two Alchemist levels above 20. This also impacts their CMB and Resilience values.
  • Natural claw attacks (1d6 base damage each), a bite attack (1d8 base damage)and bonus rend damage if any two claws hit which inflicts 2d8 of bonus damage. These attacks do the same damage regardless of your base size. While in mutation form, all Attacks of Opportunity and bonus attacks are made using this claw damage. (Note that this base damage increases with level as per standard melee weapon rules. Thus at level 16, the claws do 3d6 and the bite does 3d8. This damage increases to x4 at level 23 and x5 at level 29.)
  • The alchemist's natural attacks are considered magic for purposes of overcoming DR. In addition, the alchemist may choose two of the following damage types when they consume their mutagen, and their natural attacks gain that feature as well for purposes of overcoming DR: cold iron, silver, adamantine, or one axis of the Alchemist's alignment. Once selected these damage types may not be changed unless a new mutagen is consumed or the Alchemist uses a Discovery to suspend and resume his mutation.
  • It's Alive! Once per day, when the alchemist is dropped to 0 or fewer hit points, at the start of his next turn, he instantly heals to the value of half his hit points, and stands up as a free action. The alchemist retains the effects of his mutagen throughout this process.
  • Persistent Mutagen: the alchemist's mutagen ability lasts for 1 hour per Alchemist level.


Natural Attacks
Natural attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the alchemist's full base attack bonus and add the alchemist's full Strength bonus on damage rolls. Secondary attacks are made using the alchemist's base attack bonus - 5 and add only ½ the alchemist's Strength bonus on damage rolls. The alchemist's claws and bite attacks from his mutagen are primary natural attacks. The discoveries "vestigial arm" or "tentacle" can provide the alchemist with secondary natural attacks.
During a standard attack action, natural attacks are much like standard weapons: the alchemist makes one attack at full BAB with a single claw (or bite, if available). During a full attack action, however, the alchemist uses his full BAB to attack with each of his primary natural attacks, and BAB - 5 for each of his secondary natural attacks. Bonus attacks, such as from a haste spell, and attacks of opportunity always use a single claw attack unless the creature has some ability which specifically states otherwise.
Natural attacks do not benefit from any of the two-weapon fighting feats or the multi-attack feat.