Discoveries and Feats for Alchemists and Poisoners December 12, 2010 at 10:59 am
Feats
Extract Poison
Prerequisite: 1 rank Heal
Benefit: You can make a special Heal check to extract poison from a recently slain creature. The DC for this check is 10 + the DC of the poison, on a successful check one dose of poison is extracted plus one additional dose for every 5 points by which the your check exceeds the DC. A poison extracted in this fashion remains potent 1 hour unless a successful craft (alchemy) check is made to stabilize the poison. You must spend 1/2 the normal crafting cost to stabilize the poison and the DC to stabilize the poison is equal to the poison’s DC. Characters handling poison in this fashion have a 5% chance of being exposed to the poison unless they have the poison use class feature.
Normal: Characters cannot use poisons from slain creatures.
Discoveries
Screaming Bomb*: A screaming bomb does not do any splash damage, instead when it impacts it’s target it falls to the ground and emits an ear piercing noise for 1 round per level. Any creature within the bombs splash radius is deafened as long as they remain within the bombs splash radius. Creatures or objects vulnerable to sonic attacks take 1d6 points of damage for each round they remain in the area.
Ricochet Bomb*: A ricochet bomb does no splash damage, instead when it hits it’s primary target it ricochets off and flies towards a secondary target the alchemists selects within 10’. The alchemist makes a touch attack roll against this additional target with a -5 penalty on the roll. If the bomb hits the secondary target it inflicts 2d6 points of damage less than normal. The alchemist can continue to select additional targets, reducing the bombs damage on each successive hit until the alchemist misses or the bombs damage is reduced to .
Aberrant mutation+: Two large tentacles grow from the alchemists sides whenever he is under the effect of his mutagen. The tentacles are treated as a secondary natural attack that inflict 1d6 points of damage plus half the alchemists strength bonus. An alchemist with this discovery gets a +2 bonus on grapple attempts and gains the grab special attack, the alchemist can only use the grab special ability on creatures at least once size smaller than him. At 12th level the tentacles lengthen increasing the alchemists reach by 5’. At 16th level the tentacles reach increases another 5’ and the alchemist can use the grab special ability to grapple creatures his own size. An alchemist must be at least 6th level to select this discovery.
Resistant mutation+: The alchemist’s mutagen now grants spell resistance equal to his alchemist level. An alchemist must possess the aberrant mutation before selecting this discovery.
Amphibious mutagen+: When he imbibes his mutagen the alchemists skin becomes slimy and he grows webs between his toes. The alchemist gains a swim speed equal to his movement, a climb speed equal to 1/2 his normal move speed and a +5 alchemical bonus to jump checks. An alchemist with this discovery can hold his breath 5 times longer while using his mutagen. At 12th level the alchemists climb speed increases to his full move and he grows gills allowing him to breath equally well in air or under water.
Chameleon+: When using his mutagen an alchemists skin color and even his equipment change color to blend in with their surroundings. The alchemist gains a +5 alchemical bonus to stealth checks and the ability to blend in with his environment flawlessly. The bonus to stealth increases to +10 at 10th level. At 15th level the alchemist can use this ability to hide even if there is no cover or concealment. The alchemist must have the amphibious mutagen to select this discovery.
Toxic Mutation+: A number of times equal to his intelligence modifier an alchemist can secrete a deadly poison as a swift action. The alchemist can deliver this poison either as a touch attack or through one of his natural attacks. The alchemist must have the amphibious mutagen to select this discovery.
Contact; save Fort DC special; frequency 1/round for 6 rounds; effect 1d3 Constitution damage and staggered for 1 round; cure 1 save
+ A Master Chymst can select these discoveries as an advanced mutagen and his Chmyst levels stack with his alchemist levels for the purposes of this discovery.
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