The Alchemist (not the Mana Alchemist)

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Koumei
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The Alchemist (not the Mana Alchemist)

Post by Koumei »

The Alchemist
"Oh, these mystic herbs? I think they call it 'tea'."

Hit Die: d6
Skill Points: 6+Int
Class Skills: Appraise, Concentration, Craft, Diplomacy, Disguise, Forgery, Gather Information, Hide, Knowledge, Listen, Move Silently, Profession, Search, Sense Motive, Spot, Tumble, Use Magic Device

*The Alchemist always has maximum ranks in Craft (Alchemy), even if multi-classing

Proficiencies: the Alchemist is proficient with Light Armour (alternatively: Cloth, Leather and any "Skill Rank" type armour he personally crafts), as well as Thrown Weapons of any kind, One-Handed Bashing Weapons, and all Simple Weapons
Level:BAB:Fort:Ref:Will:Special:
01+0+2+0+2Internal Alchemy, Super Juice
02+1+3+0+3Acid Blood, Brew Potion
03+1+3+1+3Pharmaceuticals
04+2+4+1+4Healthy Body 1, Metal to Metal
05+2+4+1+4Alchemical Saliva
06+3+5+2+5Super Duper Juice, Acid Body
07+3+5+2+5Sound Constitution, Potent Pharmaceuticals
08+4+6+2+6Behold, My Latest Test Subject!, Healthy Body 2
09+4+6+3+6Dual-Alchemy, Elixir
10+5+7+3+7Dire Pharmaceuticals
11+5+7+3+7Super Duper Juice Plus
12+6/+1+8+4+8Healthy Body 4, Toxic Spittle
13+6/+1+8+4+8Cloud of Fumes
14+7/+2+9+4+9Emergency Pharmaceuticals
15+7/+2+9+5+9Amorphous Anatomy
16+8/+3+10+5+10Super Duper Juice Ex Plus Alpha, Healthy Body 8
17+8/+3+10+5+10Supreme Pharmaceuticals
18+9/+4+11+6+11Triple-Alchemy
19+9/+4+11+6+11Hideous Transformation
20+10/+5+12+6+12The Elixir of Life, Healthy Body 16

Internal Alchemy (Su): the Alchemist can make alchemical preparations inside his own body and draw them out with a syringe or knife blade. Whenever an Alchemist is injured by a slashing or piercing weapon, he may splash an alchemical preparation of his choosing in his own square, and if he has a bottle and some time he can make a more conventional flask of it. Using a Dire Syringe, he can simply draw the goods out of their body with minimal damage and an attack action. In order to make these concoctions, the Alchemist can and must "Take 10" on the Craft Alchemy test, though his body does count as masterwork tools for this purpose (providing the +2 bonus for such equipment).
Creation:Craft DC
Alcohol15
Acid15
Healing Salve15
Vodare15
Dreammist20
Baccaran20
Thunderstone
Caustic Solution20
Alchemist Fire20
Smoking Oil20
Motelight20
Smelling Salts20
Festering Bomb20
Sannish20
Devilseye20
Sufferfume20
Melt Powder20
Frostbite Salve20
Darkvision Powder20
Shedden +120
Weak Ditherbomb20
Strong Ditherbomb25
Shedden +225
Lifebane25
Eyeblast25
Agony25
Ambrosia25
Armour Insulation25
Freeze Powder25
Polar Skin25
Razor Ice Powder25
Universal Solvent25
Holy/Unholy Water25
Alchemist Frost25
Antitoxin25
Antibiotics25
Sovereign Glue25
Softening Agent25
Confusion Fumes25
Oil of Taggit25
Burnt Othur Fumes25
Feather Powder25
Dwarfblind Stone25
Underdark Blight 25
Psychotropic Rot25
Wyrm Ditherbomb30
Darklight Brew30
Shedden +330
Shock Juice30
Terran Brandy30
Truth Serum30
Tranq30
Desiccator30
Tear Gas30
Vilestar35
Shedden +435
Shedden +540

This only has a shelf-life of one hour, plus one hour per full five points taking 10 beats the DC by, before it loses all potency and becomes a brackish mess. Furthermore, every time his body produces something he is not immune to the effects of (note that enough resistance to not take damage from the maximum damage on a critical hit counts as immunity), he must pass a Fortitude Save (DC = the Craft DC of the concoction, minus ten), or be Nauseated for 1 round, then Sickened and Fatigued for one minute.

Super Juice (Ex): the Alchemist can coax greater effects out of alchemical products he uses personally, causing them to act as if they were one size "bigger". So an acid flask thrown by an Alchemist would inflict a d8 of damage instead of a d6. When an Alchemist uses an alchemical or potion related effect that allows a Save, he can substitute a Save DC of 10 + 1/2 Level + Intelligence Modifier instead of whatever Save DC it would normally have.

Acid Blood (Ex): starting at second level, the Alchemist has Acid Resistance equal to his Hit Dice, as well as a +4 bonus on Fortitude Saves against Poison, and a +5 bonus to Escape Artist checks as the acid in his body makes him a little more slippery and limber. Any time he takes damage from a Piercing or Slashing weapon, the adjacent square in the direction the attack came from takes an amount of Acid damage equal to his Constitution bonus (minimum 1).

Brew Potion: at second level, the Alchemist gains the Brew Potion feat, and need not meet the Spell Knowledge components (nor cast the spells), nor does he pay the XP requirement.

Pharmaceuticals (Su): starting at third level, the Alchemist learns how to make a special potion that lasts 10 minutes per rank in Craft (Alchemy), requiring a DC 20 Craft (Alchemy) check and 1 hour to make. This potion does not effect the non-living, and the duration expires begins when taken, or after 20 minutes per rank in Craft (Alchemy) have passed, whichever comes first. For instance, if he has six ranks, then he has two hours in which to consume it to get the full effect - after that, it lasts another one hour, so if he waits half an hour beyond the first two, he only has thirty minutes of effect left. He may select one of the following options:
1: Titanidol: +2 Alchemical bonus to Strength & Improved Carry Capacity (toxicity: Exhausted 10 min)
2: Elfidrine: +2 Alchemical bonus to Dexterity & Run (toxicity: Slowed 10 min)
3: Trolliptanol: +2 Alchemical bonus to Constitution & Endurance (toxicity: Nauseated 1 min)
4: Illithidazone: +2 Alchemical bonus to Intelligence & Skill Mastery: all Knowledges (toxicity: Rage 10 min)
5: Coatlivil: +2 Alchemical bonus to Wisdom & Darkvision (toxicity: Confused 10 min)
6: Nymphoprofin: +2 Alchemical bonus to Charisma & Improved Feint (toxicity: Crushing Despair 10 min)

Normally, the imbiber suffers no toxicity. However if they take one Pharmaceutical while still under the effects of one or more others, they instantly suffer the toxicities for all the Pharmaceuticals they have taken.

Additionally, the Alchemist Can enhance a drug to a stronger version, adding "Dia-" to the beginning of the name (Diatrolliptanol for instance), increasing bonus to +4 but taking a -2 Alchemical penalty to any one other ability score, and adding +5 to the Craft DC.

Healthy Body (Ex): at level four, the Alchemist becomes immune to both Poison and Disease, as his acidic immune system just kicks the crap out of all invaders. This includes Magical and Supernatural Poisons and Diseases. He also gains Fast Healing 1, and every four class levels, this number doubles.

Metal to Metal (Su): with one hour and an expenditure of weird ingredients worth 5 GP per lb of the metal in question, a fourth-level Alchemist can convert 1lb per level of any metal into any other kind, even bullshit like Baatorian Green Steel. So for instance, at level four he could spend 20 GP and turn a 4lbs lead brick into 4lbs of gold, or a 1lb speck of neutronium into a significantly larger pound of mithral. The end product can be worked, forged or unprocessed, regardless of the state of the original, but does not turn into a usable tool or object unless the original metal was already forged into one and there is little to no size change based on the weight.

Alchemical Saliva (Su): a fifth-level Alchemist can spit any concoction as a Swift action with a Ranged Touch Attack out to 10', add can add his Constitution modifier (if positive) to Craft (Alchemy) checks.

Super Duper Juice (Ex): starting at sixth level, the Alchemist's alchemical and potion use is now two sizes "Bigger" instead of just one. Also the save DC of such items (if any) is increased by +2. Additionally, the shelf life of all such things is doubled to two hours, plus two hours per 5 complete points the take-10 beats the DC by.

Acid Body (Ex): at sixth level, much of the Alchemist's body consists of acid and other noxious chemicals. He becomes completely immune to both Acid and Constitution damage, and has a 25% chance to negate any critical hit (or similar effect) against him. Additionally, his bonus to Escape Artist checks increases to +10 as his body becomes significantly squishier and wobblier, and even his skin slowly burns at ropes and other bindings.

Sound Constitution (Ex): starting at level seven, the Alchemist has a permanent Enhancement bonus to his Constitution. This bonus is +1 per three hit dice (round up).

Potent Pharmaceuticals (Su): the Pharmaceuticals of the seventh-level Alchemist grant a +4 Alchemist bonus to the listed ability score, and a +2 Alchemical bonus to any one other. If increased to Dia(drug), the bonuses become +6 and +4 respectively, with the penalty to another ability score becoming -4. For a +5 increase to the Alchemy DC, it also grants DR 5/- and one of the following for the duration:
[*]A Constrict attack for 2d6+Constitution modifier, toxicity: Coma 1d10 minutes, then the other effects
[*]A Bite attack for 1d8+Strength modifier (19-20/x3 critical), toxicity: -6 penalty to all Fortitude Saves for 24 hours
[*]2 Claw attacks, each for 1d6+Strength modifier, toxicity: -6 penalty to all Will Saves for 24 hours
[*]A Gore attack for 1d10+Strength modifier with Powerful Charge, toxicity: 5d6 Vile damage
[*]A Sting attack for 1d4+Strength modifier + 1d6 Acid damage, toxicity: become Blind for 2d4 hours

All of the above assume an imbiber of Medium size. Adjust all damage (including Acid damage) up or down based on the size. If the imbiber, having taken the Pharmaceutical, has only one natural weapon, multiply the Strength bonus by one and a half.

Behold, My Latest Test Subject! (Ex): at eighth level the Alchemist gains a loyal cohort who always has a CR precisely 2 less than his level. If it dies, another wanders along in a few days or he creates one overnight. It should be an Aberration, an Ooze, or a living creature with various weird templates applied to it. Feel free to break the rules for templates with this, for shit like Vampiric Assassin Vines.

Dual-Alchemy (Ex): at ninth level, the Alchemist can make an alchemical concoction (not a Pharmaceutical, but an Alchemical item from the Internal Alchemy list) that is in fact two alchemical items. When used, resolve both effects independently - so an Acid Smoke Bomb splashes acid in the normal radius (and deals main damage to the one target), and also sends a cloud of smoke to the usual smoke radius. The DC to craft this is equal to the higher DC of the two things, plus five.

Additionally, he can handle 2 Pharmaceuticals at a time without suffering toxicities, and indeed can craft a single Pharmaceutical that has the effects of two different ones, in the same amount of time. This double-Pharmaceutical is still treated as two separate ones for all intents and purposes except for creation time, Craft DC (see below), number if Craft checks needed, and number of actual actions needed to consume it. The name for such a creation is probably quite long, and the DC to create increases by +5.

Elixir (Su): at level nine, the Alchemist can create a number of potions of Heal per day equal to his Constitution bonus (minimum 1), requiring 10 minutes to brew each one, with a shelf life of 1 hour - after that, they go to waste, becoming useless. They needn't be actual potions and can just as easily be pills or eye drops or whatever. The effect is still the same. The Caster Level is equal to his hit dice, and should an Undead decide it is the perfect time to see if it has a functioning digestive system, it turns out the potion (or pill or whatever) is indeed infused with positive energy, so it turns out quite badly for the undead.

Dire Pharmaceuticals (Su): at tenth level, the Alchemist can add +5 to the Craft DC of a Pharmaceutical to add an additional effect to it:
[*]Gain 2 Rake attacks, each for 1d8+Strength modifier, and 1 Rend for 2d6+Strength modifier (subject to the usual Rake and Rend rules), as well as Horde Breaker as a bonus feat, toxicity: 4 Strength Drain
[*]Become Immune to the Stun and Daze conditions, and gain Whirlwind as a bonus feat, toxicity: 4 Dexterity Drain
[*]Become Immune to [Mind-Affecting] effects and gain Iron Will as a bonus feat, toxicity: 4 Constitution Drain
[*]Become Immune to the Fatigued and Exhausted conditions and gain Phalanx Fighter as a bonus feat, toxicity: 4 Intelligence Drain
[*]Gain a Heroism effect and Blitz as a bonus feat, toxicity: 4 Wisdom Drain
[*]Become Immune to the Sickened and Nauseated effects and gain Great Fortitude as a bonus feat, toxicity: 4 Charisma Drain

Super Duper Juice Plus (Ex): at level eleven, the Alchemist's alchemical concoctions see yet another damage increase, and have their Area of Effect (including splash radius) and any Duration tripled.

Toxic Spittle (Ex): at level twelve, whenever the Alchemist uses his Spit attack, it automatically deals a single point of ability damage (his choice of which ability score each time). There is no saving throw, but immunity to Poison provides immunity to this. He also gains another +4 bonus to Craft (Alchemy) checks.

Cloud of Fumes (Ex): starting at thirteenth level, the Alchemist is constantly surrounded by a cloud of fumes. He may cast Cloudkill a number of times per day equal to his Constitution bonus (minimum 1), and has Concealment against all adjacent foes, due to their eyes watering. Foes who are immune to both Acid and Poison do not suffer the miss chance.

Emergency Pharmaceuticals (Su): every Pharmaceutical created by a fourteenth-level Alchemist provides both a Regeneration and a Greater Vigour effect.

Amorphous Anatomy (Su): at fifteenth level, the Alchemist's bonus to Escape Artist checks improves to +15 for the purpose of things like being Grappled, but he can squeeze through any gap as though making a DC 60 check without rolling. Additionally, he has no actual internal organs of which to speak, just a mass of "stuff", so is completely immune to Critical Hits, Sneak Attack and the like.

Super Duper Juice Ex Plus Alpha (Ex): the sixteenth-level Alchemist produces alchemical concoctions so awesome that they are still relevant at high-level play. The damage is increased yet again (so a basic Acid Flask would deal d6 -> d8 -> 2d6 -> 3d6 -> 4d6 damage). Additionally, any Save DC is increased by +2, and non-damage numerical effects (such as the size of penalties) are doubled.

Supreme Pharmaceuticals (Su): at seventeenth level, the Alchemist can create the best Pharmaceuticals in the world by adding +5 to the Craft DC. This grants any one of the following benefits:
1. Plus: Extend Reach by 10' and gain (5*HD) Temporary Hit Points
2. Extra: Grow 4 Tentacles (1d8+Str for Medium) and Improved Grab
3. Forte: Gain 1 Size Category, complete with all changes
4. Rapid: Constant Haste and Blur

For instance, he could make Diaferalicolossalantitanelfidrinol Forte at DC 40, granting:
+6 Strength, +4 Dexterity, -4 Wisdom
An actual size increase with all ability score and natural armour changes
Run as a bonus feat
Improved Carry Capacity as though one more size larger
2 Rake attacks, each for 2d6+Strength modifier
1 Rend for 3d6+Strength modifier
Horde Breaker as a bonus feat
1 Sting attack for 1d6+Strength modifier + 1d8 Acid damage,
Instant Regenerate and Greater Vigour effects

The Toxicity, however, becomes instant death with no saving throw allowed. This isn't a [Death] effect, the imbiber just dies, and I'm sure at seventeenth-level their allies would be heartbroken, what with death being so hard to get around at that level.

Triple-Alchemy: at eighteenth level, the Alchemist can create alchemical creations (again, not Pharmaceuticals) that are three things at once. As before, resolve each item independently. Use the highest DC + 15 when crafting.

Additionally, he can handle three Pharmaceuticals at a time without suffering toxicities, and indeed can craft a single Pharmaceutical that has the effects of three different ones, in the same amount of time. This triple-Pharmaceutical is still treated as three separate ones for all intents and purposes except for creation time, Craft DC (see below), number if Craft checks needed, and number of actual actions needed to consume it. The name for such a creation is probably stupidly long, and the DC to create increases by +10 - meaning the maximum Pharmaceutical DC is now 50, for three complete "all modifiers and buffs and extras stacked" Pharmaceuticals mixed into one thing with a name that takes up half a page.

Hideous Transformation: at nineteenth level, the Alchemist can create a special Pharmaceutical with a Craft (Alchemy) check of DC 30, however only he gains any effect from it, with his unique body. For anyone else it is just brackish water. It takes the usual time to make, and has the same shelf life, but the effects granted are:
[*]A +6 Alchemical bonus to all ability scores
[*]He radiates a 100' radius Aura of Fear (Constitution-based DC, causes all creatures to become Frightened)
[*]One Size Increase (complete with ability score and natural armour changes)
[*]+10' to Reach
[*]4 Tentacles with Improved Grab & Constrict
[*]2 Rakes & 1 Rend
[*]Improved carry capacity as though another size larger
[*]Run as a bonus feat
[*]Endurance as a bonus feat
[*]Skill Mastery with all Knowledges
[*]Darkvision equal to his Normal Vision
[*]Improved Feint as a bonus feat

He can purge the creation at any time by spending a Full Round Action, though this makes him Nauseated for the following round, bypassing immunity to Nausea.

For the duration (unless purged), he suffers 20 Vile damage per round, so could quite easily find himself slain by his own medicine.

The Elixir of Life: at level twenty, the Alchemist figures out how to brew the elusive Elixer of Life. This takes one year to brew, and many rare components are needed, generally requiring a special quest or something. It grants all of the following to the imbiber, permanently:
[*]Type changes to Aberration (unless a Construct, Outsider or Undead)
[*]Gain Immortality & Agelessness
[*]Fast Healing 20
[*]Regeneration 5/Iron Weapons
[*]Damage Reduction 10/-
[*]Constitution increases by 4 points
[*]Natural Armour increases by +5
[*]Resist Fire, Cold and Electricity 20
[*]Spell Resistance 11+HD
[*]Immune to Ability Damage/Drain, [Death] effects, Negative Levels & Disintegration
[*]No longer needs to eat, sleep or breathe, but can still consume Pharmaceuticals and potions just fine.
Last edited by Koumei on Tue Feb 28, 2012 8:58 am, edited 5 times in total.
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JonSetanta
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Post by JonSetanta »

One minor confusion;

I assume "3. Forte: Gain 1 Size Category, complete with all changes" means, as in the Monster Manual, the subject gets +8 STR, etc etc.
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Post by wotmaniac »

So, you basically got a Jeckle&Hyde thing going on .... I like this. A lot.

If I may be allowed to nit-pick, however:
1) Using "indication" in that context rubs me the wrong way, specifically because of how that word is actually used in medicine. To me, something like "overdose" or "side-effect" or "contamination" or something along those lines would seem more appropriate.
2) Internal Alchemy seems, to me, like it should either wait until about level 5+ or should be offset by expenditure of some sort of game resource (that could potentially gradually disappear).
3) The indication for Potent Pharmaceuticals seems like it should something other/more than just "lasts longer". Additionally, Dire Pharmaceuticals seems to be glaringly devoid of additional indications.
4) Internal Alchemy, Elixir, etc., should probably have some sort of shelf life -- doesn't even have to be binary.
5) Does the modifier for Triple-Alchemy stack or overlap with Dual-Alchemy?
6) Amorphous Anatomy -- +50? A single bonus of that size is pointless -- you might as well just give them Freedom of Movement, with maybe some incremental build-up at like levels 5 and 10.
7) Good Fort and Will seems like it would be more appropriate.
8) Why not have Elixir of Life just change to Aberration [augmented] (or possibly Outsider)? You might as well. Just being immune to mortalbane seems oddly specific and rather redundant, given the fact that he's already gets "Immortality & Agelessness".


Otherwise, I'm swiping this for my own games, and already have it bookmarked. :thumb:
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Post by Koumei »

That's right, Sigma. As I said, later on I'll type it all up properly.
wotmaniac wrote: 1) Using "indication" in that context rubs me the wrong way, specifically because of how that word is actually used in medicine. To me, something like "overdose" or "side-effect" or "contamination" or something along those lines would seem more appropriate.
I'm drawing on what I remember of my training with the guild, but isn't the indication the "These are the side effects of taking X drug with Y drug"? Basically, you don't suffer the indication if you just have one. If you have two though, you suffer the indication for both.

There is probably a better word for it.
2) Internal Alchemy seems, to me, like it should either wait until about level 5+ or should be offset by expenditure of some sort of game resource (that could potentially gradually disappear).
Any reason? The way it works is taken straight from the Bio-Spark, with more options added - you have to take 10 on the check, meaning there is a sort of weak restriction-by-level (and more importantly, it saves time at the table because you make what you can make, instead of rolling to see if maybe you can score some crazy-good poison early). Due to the DCs going way above what the Bio-Spark deals with (what with this being a pretty important part of the class as opposed to super-critting with a syringe) I handed out liberal bonuses here and there as levels are gained.
3) The indication for Potent Pharmaceuticals seems like it should something other/more than just "lasts longer". Additionally, Dire Pharmaceuticals seems to be glaringly devoid of additional indications.
Good points, both. I'll do something about that.
4) Internal Alchemy, Elixir, etc., should probably have some sort of shelf life -- doesn't even have to be binary.
Yeah, that's a good point too.
5) Does the modifier for Triple-Alchemy stack or overlap with Dual-Alchemy?
Overlap. I'll specify that in the proper write-up.
Amorphous Anatomy -- +50?
The reason is so they can reliably make the DC 60 Escape Artist check required to squeeze through a chimney, a barred prison window, or up someone's anus. Really, the windows and chimneys, or sliding into a bottle if they want to hide on the mantelpiece.
7) Good Fort and Will seems like it would be more appropriate.
I'm not particularly convinced, but I'm not married to the current F+R either.
8) Why not have Elixir of Life just change to Aberration [augmented] (or possibly Outsider)? You might as well. Just being immune to mortalbane seems oddly specific and rather redundant, given the fact that he's already gets "Immortality & Agelessness".
I *think* (no guarantees here) it was originally going to mean more. But yeah, becoming an Aberration could just be simpler.
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Post by wotmaniac »

Koumei wrote:
wotmaniac wrote: 1) Using "indication" in that context rubs me the wrong way, specifically because of how that word is actually used in medicine. To me, something like "overdose" or "side-effect" or "contamination" or something along those lines would seem more appropriate.
I'm drawing on what I remember of my training with the guild, but isn't the indication the "These are the side effects of taking X drug with Y drug"? Basically, you don't suffer the indication if you just have one. If you have two though, you suffer the indication for both.

There is probably a better word for it.
This only jumps out at me because of my medical background ....
-- "indication - (medicine) a reason to prescribe a drug or perform a procedure"
contrasted with:
-- "contraindication - (medicine) a reason that makes it inadvisable to prescribe a particular drug or employ a particular procedure or treatment"

What you describe is just a side-effect. However (and this may be what you are thinking about), a particular drug may be indicated or contraindicated based on the side effects and any existing medical conditions.
Alternatively, I like the word "toxicity" or something similar ... "a condition that results from exposure to a toxin or to toxic amounts of a substance that does not cause adverse effects in smaller amounts. "
2) Internal Alchemy seems, to me, like it should either wait until about level 5+ or should be offset by expenditure of some sort of game resource (that could potentially gradually disappear).
Any reason? The way it works is taken straight from the Bio-Spark, with more options added - you have to take 10 on the check, meaning there is a sort of weak restriction-by-level (and more importantly, it saves time at the table because you make what you can make, instead of rolling to see if maybe you can score some crazy-good poison early). Due to the DCs going way above what the Bio-Spark deals with (what with this being a pretty important part of the class as opposed to super-critting with a syringe) I handed out liberal bonuses here and there as levels are gained.
Well, I thought the same thing when I read Bio-Spark. It just seems to me that it's a little much for a low-level character unless it has some sort of limitations, such as uses/day, shelf life, personal damage, etc.
As an analogy, the Blood Magus takes a point of damage to add blood component to his spells (this may be a poor example; but it demonstrates my point, nonetheless) .
Amorphous Anatomy -- +50?
The reason is so they can reliably make the DC 60 Escape Artist check required to squeeze through a chimney, a barred prison window, or up someone's anus. Really, the windows and chimneys, or sliding into a bottle if they want to hide on the mantelpiece.
Ah, okay.
Even so, I've never been a big fan of epiphanic abilities -- a gradual build-up has better aesthetics. YMMV.
I'm not particularly convinced, but I'm not married to the current F+R either.
I'm just not sure how Reflex is represented thematically. With Will, at least there's the idea that your high Will save is what keeps your Jeckle&Hyde schtick from driving you insane (or perhaps the causal relationship is reversed).
Okay, that might be a bit of a reach. Oh well.
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Post by JonSetanta »

Does Hideous Transformation apply the ability score damage of previous Pharms along with the game-lagging complexity?

Seems like overkill, but then.... buff stacking by that level is anyway.
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Post by Ice9 »

If you took any penalty, it would be instant death (because of including Supreme Pharmaceuticals). But that would only happen if you were already under the effect of three other Pharms, because Hideous Transformation just counts as a single one.

For reference, AFAICT, this is what you get by taking it (if you were medium to start with):
Large, 20' reach
+12 Str, +2 Dex, +8 Con, +4 Int, +4 Wis, +4 Cha, +(5L) temp. HP
Constant Heroism, Haste, Blur
Imp Carry, Run, Endurance, Skill Mastery, Darkvision, Imp Feint
Horde Breaker, Whirlwind, Iron Will, Phalanx Fighter, Blitz, Great Fortitude
Constrict, Bite, Claws, Gore, Sting, Rakes, Rend, Tentacles, Imp Grab
Immune Stun/Daze, Mind-Affecting, Fatigue, Sickness/Nausea

Getting that many Tome feats and stat adjustments at once is going to be a huge clusterfuck, but I guess you could make a second character sheet for it in advance.
Last edited by Ice9 on Wed Feb 22, 2012 2:06 am, edited 5 times in total.
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Post by Koumei »

Ice9 wrote: For reference, AFAICT, this is what you get by taking it (if you were medium to start with):
Large, 20' reach
+12 Str, +2 Dex, +8 Con, +4 Int, +4 Wis, +4 Cha, +(5L) temp. HP
Constant Heroism, Haste, Blur
Imp Carry, Run, Endurance, Skill Mastery, Darkvision, Imp Feint
Horde Breaker, Whirlwind, Iron Will, Phalanx Fighter, Blitz, Great Fortitude
Constrict, Bite, Claws, Gore, Sting, Rakes, Rend, Tentacles, Imp Grab
Immune Stun/Daze, Mind-Affecting, Fatigue, Sickness/Nausea
Yeah I totally was not thinking of all the extra benefits that are picked up over time. It's going to give the big stat boosts and the minor extras, the Regeneration and Vigour, and I guess all the natural attacks, maybe some other stuff like the immunities.

And yeah, being just one special pharmaceutical, it carries no overdose as long as you're not taking it on top of existing things.
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Koumei
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Post by Koumei »

Well, it is complete. All typed up nicely and everything~
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Ice9
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Post by Ice9 »

I can't tell if it's balanced off the top of my head, but it looks fun.

One thing that needs clarification:
With Dual/Triple Alchemy, do "use two Pharms at once" and "make a Pharm which has the effect of two Pharms" stack? Resulting in 4x / 9x effects at once?

Minor nitpick: In the Pharmaceuticals example, the minimum the potion could last is 60 minutes (unless the character is question inexplicably didn't put max ranks in alchemy).

Actually, the way Pharm duration works is kind of odd. It means you may as well always drink it right after brewing, and you have to either be using scry-n-die or try to rush through the area with minimal pauses. It sort of acts as a limit on how many can be available at once, but in a way that further promotes scry-n-die / one fight and then go brew more. Since toxicity is already a thing, you could probably extend the storage duration at least.
Last edited by Ice9 on Sun Feb 26, 2012 8:51 pm, edited 2 times in total.
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JonSetanta
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Post by JonSetanta »

Granting Tome feats (which scale) by potions seems odd.
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Post by Koumei »

Okay, fixed a few things:
-Pharmaceutical shelf-life. You now have more time to carry it around before consuming it if you're worried about waste, but you're still not going to be making a truck-load in your spare time then hauling huge amounts around wherever you go.
-The sample duration is now fixed
-Clarified the x2 and x3 for Pharms (effectively, you're the only one who can benefit from the double and triple Pharm's without adverse side-effects)

I know the feat thing is weird, but it doesn't really seem to be a problem.
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Post by Grek »

Is Metal to Metal supposed to give you access to an infinite money loop at level 4? Cause you can do that.

Buy 4lbs of iron for 0.4 gold.
Convert to gold for 20 gold.
Sell gold for 200 gold, netting 179.6 gold per hour.
Repeat until you have enough money.
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Post by Koumei »

Hmm. I suppose level 4 is a bit early to be making infinite money.
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