Alchemist Talents

The following talents are available to the Alchemist class.

Chimera Crafting

You have unlocked the ability to create Chimeras with your alchemy, fusing two or more beasts together to make one.

EXP Cost: 5 EXP

Prerequisite(s): Artisan (Alchemy) 5 ranks

Benefit(s): Through the use of alchemy you can fuse creatures together in order to create marvels of nature...or in the eyes of some, abominations of nature. This process takes 1 day per Hit Dice of the creature with the highest Hit Die used in the experiment, and the cost of creating a Chimera is 1,000 G per day that the process takes. A creature is counted as having 1 Hit Die based on their starting HP (for an animal, 40 + Double Con) and every 1 Hit Die after that counts as additional to the original 1, even bonus Hit Dice from Rank.

On a successful Artisan (Alchemy) check, you fuse the two (or more) creatures chosen together with each additional creature beyond the second adding an additional 4,000 G and +5 to the DC of the check. These creatures must be of the Animal, Magical Beast, or Vermin types. On a successful experiment, the new creature takes the stats from the creature with the most Hit Dice and in addition to this they can pick from the list of Special Abilities of each creature used and selecting a maximum of 2 abilities that the new creature gains. For every additional creature beyond the first, they can select another ability (up to 5 Special Abilities at maximum).

The DC for this check is 10 + highest Hit Dice used + (creature's Intensity + 1). If a creature's rank is 0 (Standard Human) it is counted as a 1, not a 0.

Creatures made with Chimera Craft use the Breed of the creature with the highest Hit Dice, and add the sub-breed of all creatures used in the experiment.

Concussive Conduction

You send a sonic boom at your enemy, rattling them.

EXP Cost: 5 EXP

Prerequisite(s): Elemental Conduction

Benefit(s): You can deal sonic damage with your Elemental Conduction attack, though the damage dice is reduced from a d6 to a d4. This attack is a Will Defense attack as opposed to a Reflex Defense attack, and if the attack exceeds the target's Will Defense by 5 or more they're deafened for 1d4+1 rounds. The modifications from Elemental Conduction cannot be applied to this attack.

Deconstruction

You strike out with one hand, deconstructing physical matter and leaving it deconstructed rather than reconstructing it.

EXP Cost: 4 EXP

Benefit(s): You learn to use alchemy as a weapon, deconstructing organic and inorganic material. This attack targets Reflex Defense, and is made as if it were an unarmed attack (bonuses to unarmed strikes applying to Deconstruction). Deconstruction deals a number of d6 of damage equal to the Alchemist's casting stat, and also adds the Alchemist's casting stat to damage (ex: an Int of 3 would yield 3d6+3 damage). While this damage is untyped, it is affected by DR still (yet counts as Piercing, Bludgeoning, and Slashing for overcoming DR of these types).

Deconstruction costs 1 MP to use, and it's unaffected by feats and talents which affect spells.

Dome Transmutation

You cover yourself with a dome, preventing direct line of sight to you.

EXP Cost: 4 EXP

Benefit(s): As a standard action you can create a dome of solid matter around you. This dome grants you total cover against enemies' attacks for 1d4+1 rounds, however your allies are also unable to see you.

Elemental Conduction

You can unleash either a gout of fire or electricity through alchemical enhancements.

EXP Cost: 3 EXP

Benefit(s): Choose an element when this talent is taken: Fire or Electricity. Through the use of a transmutation circle inscribed somewhere on the body, you can make a ranged with a range of 6 squares dealing a number of fire or electricity damage in d6 equal to the Alchemist's casting stat. This attack can be modified in one of two ways: applying the Accurate weapon quality on it, or increasing the damage to d8 instead of d6.

This talent can be taken again, gaining the ability to conduct the element not chosen at first.

Extracts

You can infuse spells into potions to be drunk later.

EXP Cost: 2 EXP

Benefit(s): You can infuse your spells into small magical potions that deliver the spell's effects to the drinker (or if applicable the effects are an oil that is applied). Only spells that are not attacks/are harmful to the imbiber can be made this way. These extracts last until the end of the day, after which they become inert. They can be passed to allies who can drink them on their own turn or you can force feed these extracts to allies who may otherwise be unable to drink them of their own accord.

Spells altering effects do not apply in extracts, only the spell itself. Drinking an extract takes a standard action regardless of the spell's standard duration (however the feat Swift Potion applies to extracts).

Form Disguise

You can use alchemy to alter your clothing.

EXP Cost: 3 EXP

Benefit(s): As a full-round action you can create a set of disguising clothes for yourself, granting you a +5 bonus to Deception for the purpose of disguising yourself.

Greater Deconstruction

Your deconstructing attack causes great pain to your enemies.

EXP Cost: 6 EXP

Prerequisite(s): Deconstruction

Benefit(s): When dealing damage with Deconstruction, you push the target of your attack one additional step down the condition track.

Grenade

You can create grenades from a mixture of gunpowder and alchemical reagents, and set to detonate through the use of alchemical circles.

EXP Cost: 3 EXP

Benefit(s): You gain a number of these grenades equal to 3 + your casting stat. These grenades are made at the start of the day and are primed to explode upon contact with the ground it strikes or a person. This grenade has a thrown range of 6 squares + 1/2 your casting stat (rounded down), and deals a number of d6 in fire damage equal to your casting stat, and minimum damage from the grenades is dealt to adjacent squares of where the bomb lands if the attack would hit the Reflex Defense of the people in adjacent squares (on a miss, no damage is dealt).

These grenades are inert when in the hands of someone other than you or another Alchemist.

Herbal Science

You've studied herbalism in order to perfect your science beyond simply life sciences.

EXP Cost: 2 EXP

Benefit(s): In taking this talent, you change the Alchemist's transmutation ability to either use of Artisan (Herbalism) or Spellcraft as opposed to Artisan (Alchemy) or Spellcraft. In addition to this, you can use Artisan (Herbalism) to create potions and wands that use rune spells similar to how a Druid can do this with Nature spells.

Human Chimera

You have experience with fusing humanoids with animals through heinous and painful alchemical experiments.

EXP Cost: 6 EXP

Prerequisite(s): Chimera Craft, Artisan (Alchemy) 10 ranks

Benefit(s): Add Humanoids and Monstrous Humanoids to the list of creatures you can apply use Chimera Craft on, however only one of the recipients can be a Humanoid or Monstrous Humanoid in the experiment. The Humanoid or Monstrous Humanoid can be made in such a way that they can retain a human appearance, however doing so adds a +5 to the DC and if this is done the Humanoid Chimera can shift between their Chimera and normal form as a move action. Their breed and sub-breed remain unchanged if they retain a humanoid appearance.

Improved Conduction

You are able to increase the intensity of your gout of elemental punishment.

EXP Cost: 5 EXP

Prerequisite(s): Elemental Conduction

Benefit(s): When making attacks with Elemental Conduction, you can apply one of two boons to the attack (in addition to choosing either Accurate or increasing the damage dice). These boons are as follows:

  • Increase the range of this attack by an amount of squares equal to 4 + your casting stat.

  • You deal half damage on a miss.

Physique Transmutation

You are able to alter your physique through Alchemy, becoming stronger for a short time.

EXP Cost: 3 EXP

Benefit(s): As a move action you can grant yourself a +2 Alchemical bonus to either Strength or Constitution. This lasts for 1 minute.