Incoming! Tina brings the science and the experience in this episode, joining Ryan to talk about Pathfinder’s resident pseudoscientist, the alchemist.
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Technical Note: Return of the fritz! There were a few moments of microphone static lining that I edited around during the podcast, but when I went to record 3.5 Minutes, it was all static. It seems our cheap solutions to our technical problems weren’t quite enough. Fortunately, we budgeted for a much larger equipment overhaul. If I can’t get the mixer back to proper working order, it may be time for some new sound equipment afterall.
PS 235 – Alchemist
Book: APG https://sites.google.com/site/pathfinderogc/classes/base-classes/alchemist
Concept: Science in a world of magic. (Damiel Morgethai)
Context:
- Alchemists in literature:
- Dr Jeckyl (specifically, League of Extraordinary Gentlemen Dr Jeckyl);
- Macgyver;
- Hank Pym;
- Wheeljack, Doc and Dr. Mindbender;
- The Batman Test
- Our Alchemists: Dura Cela and Alca Lynn.
Mechanics:
- 6-level “caster”, Int-based;
- ¾ BAB / D8 HD;
- 4 + Int skill points, Appraise, Craft (any), Disable Device, Fly, Heal, Knowledge (arcana), Knowledge (nature), Perception, Profession, Sleight of Hand, Spellcraft, Survival, Use Magic Device.
- Good Fort, Good Ref, poor Will;
- Proficient with simple weapons and bombs, light armor, but not with shields;
- Class features:
1st Level
-
- Alchemy: The alchemist extracts magic from his aura to create extracts, powerful potions that only the creator can use.
- Gains a competence bonus equal to his class level on the Craft (alchemy) checks;
- Can use Craft (alchemy) to identify potions as if using detect magic.
- Can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items.
- Bomb: An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier, plus 1d6 every other level. They splash the minimum damage the bomb could inflict.
- Drawing the components of, creating, and throwing a bomb is a single standard action that provokes.
- Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack.
- Bombsare considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus.
- Bonus feats: Brew Potion (Extra Bombs in PFS), Throw Anything (add Int mod to splash weapons damage);
- Mutagen: +2 natural armor bonus, +4 alchemical bonus to select ability score, –2 for tied ability, for 10 minutes per alchemist level.
- Alchemy: The alchemist extracts magic from his aura to create extracts, powerful potions that only the creator can use.
2nd Level
-
- Discoveries: The alchemist’s most versatile class feature, allowing you do modify your bombs, your extracts, your mutagen, or other science-related craziness. New discovery gained every even level. Discoveries;
- Poison Use/Resistance: Don’t poison yourself when poisoning, Resistance to other poisons;
3rd Level
-
- Swift Alchemy: Make alchemical items in half the time, apply poison as a swift action;
6th Level
-
- Swift Poisoning: Apply poison as a swift action;
14th Level
-
- Persistent Mutagen: Mutagen lasts 1 hour/level;
18th Level
-
- Instant Alchemy: Create alchemical item as a full-round action, apply poison as an immediate action;
20th Level
-
- Grand Discovery: Learn two new discoveries and a third, awesome discovery.
Ability Scores: Intelligence, then based on your build.
Best Race: Elf, half-elf, half-orc, human. Tiefling
Roles: Skill-monkey, combat support, sort of caster.
Roleplaying Keywords: Addict, arrogant, brilliant, cold, determined, eccentric. Pyromanic
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