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| paths:alchemy_path [2024/01/28 23:30] – [The Bomber] elfinlocks | paths:alchemy_path [2025/07/08 16:40] (current) – [Key Skills] vondor | ||
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| Upon following the Path of Alchemy, you gain the following Key Skills: | Upon following the Path of Alchemy, you gain the following Key Skills: | ||
| - | * [[priority: | + | * [[priority: |
| - | * [[priority: | + | * [[priority: |
| - | * [[priority: | + | * [[priority: |
| - | * [[priority: | + | * [[priority: |
| - | * [[priority: | + | * [[priority: |
| ===== The Bomber ===== | ===== The Bomber ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Bombs (Su) ==== | + | ==== Bombs (Sp) ==== |
| - | * **Requirements: | + | * **Requirements: |
| You may create powerful bombs out of unstable reagents to throw at your enemies. To use a bomb, you must expend 4 TP or MP. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosives from being created and stored. | You may create powerful bombs out of unstable reagents to throw at your enemies. To use a bomb, you must expend 4 TP or MP. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosives from being created and stored. | ||
| - | Drawing the components of, creating, and throwing a bomb requires a Standard | + | Drawing the components of, creating, and throwing a bomb requires a Half Action which provokes Attacks of Opportunity. Thrown bombs are ranged touch attacks, with a range of 30 ft. Bombs are considered to be their own weapon type, and due to this benefit from weapon-specific Talents (at GM discretion). A Bomb inflicts 1d6 + your Primary Casting Attribute modifier points of Fire damage to your target on a successful hit. The damage increases by 1d6 for every rank in Craft (Alchemy) **and** BaB you possess, to a maximum of 10d6. For example, your Bombs inflict 7d6 + your Primary Casting Attribute modifier if you possess Craft (Alchemy) 10 and BaB 7. |
| - | Bombs instantly become inert if used by anyone other than you. | + | Bombs instantly become inert if used by anyone other than you. Bombs are treated as Spells for the purpose of Counterspelling and Parrying. |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
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| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Bomb-Omb (Su) ==== | + | ==== Bomb-Omb (Sp) ==== |
| * **Requirements: | * **Requirements: | ||
| - | You may spend 2 extra TP/MP to create a Bomb-Omb, a tiny construct primed with a bomb (the Bomb may be affected by any Bomber Talents as desired, spending TP/MP as normal). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally, but gain cover while occupying your square. As a swift action, you can order one of your Bomb-Ombs to attack an enemy it can see. The Bomb-Omb moves at a speed of 30 ft., and if it successfully | + | You may spend 2 extra TP/MP when making a Bomb to create a **Bomb-Omb**, a tiny construct primed with a bomb (the Bomb may be affected by any Bomber Talents |
| - | The Bomb-Omb has hardness 10, 10 HP, and AC 10 + 1/2 your ranks in Craft (Alchemy). If destroyed before reaching it's target, it falls inert and harmless to the ground, and is considered expended. A creature other than the target may successfully disable it with a [[priority: | + | The Bomb-Omb has hardness 10, 10 HP (no Wounds), and AC 14 + 1/2 your ranks in Craft (Alchemy). If destroyed before reaching it's target, it falls inert and harmless to the ground, and is considered expended. A creature other than the target may successfully disable it with a [[priority: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Explosive Bomb (Su) ==== | + | ==== Explosive Bomb (Sp) ==== |
| - | * **Requirements: | + | * **Requirements: |
| Your Bombs may now possess a splash radius of up to 1 ft. for every rank in Craft (Alchemy) you possess (maximum 20 ft. radius at 20 ranks), as desired. Round down to the nearest 5 ft. increment. Creatures in the splash radius take the minimum damage of the bomb, and they may make a Reflex save (DC 10 + 1/2 your BaB or CL, whichever is higher + your Primary Casting Attribute modifier) to half that damage. If desired, you may target a specific square instead of a creature with your Explosive Bomb simply to create the splash explosion. | Your Bombs may now possess a splash radius of up to 1 ft. for every rank in Craft (Alchemy) you possess (maximum 20 ft. radius at 20 ranks), as desired. Round down to the nearest 5 ft. increment. Creatures in the splash radius take the minimum damage of the bomb, and they may make a Reflex save (DC 10 + 1/2 your BaB or CL, whichever is higher + your Primary Casting Attribute modifier) to half that damage. If desired, you may target a specific square instead of a creature with your Explosive Bomb simply to create the splash explosion. | ||
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| <WRAP round box> | <WRAP round box> | ||
| ==== Fast Bombs ==== | ==== Fast Bombs ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may quickly create enough Bombs to throw more than one in a single round. You may prepare and throw additional Bombs as a Full Round Action, if your [[priority: | + | You may quickly create enough Bombs to throw more than one in a single round. You may prepare and throw a Bomb as a Swift Action |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Explosive Missile ==== | ==== Explosive Missile ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a Standard | + | As a Half Action, you may infuse a single arrow, crossbow bolt, or firearm bullet with the reagents of your Bomb (spending TP/MP as normal), load the ammunition, and fire. You must be proficient with the weapon used, and the shot targets the enemy' |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Elemental Bomb (Su) ==== | + | ==== Elemental Bomb (Sp) ==== |
| - | * **Requirements: | + | * **Requirements: |
| - | Select one elemental damage type (cold, acid, electricity) - you may now throw Bombs which deal this damage type, instead of Fire. You may select this Talent multiple times, gaining one additional elemental damage type each time. | + | Select one elemental damage type (cold, acid, electricity, or sonic) - you may now throw Bombs which deal this damage type, instead of Fire. You may select this Talent multiple times, gaining one additional elemental damage type each time. |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Sonic Bomb (Su) ==== | + | ==== Force Bomb (Sp) ==== |
| - | * **Requirements: | + | * **Requirements: |
| - | + | ||
| - | Your bombs may now deal Sonic damage by expending 1 extra TP/MP per Bomb. | + | |
| - | </ | + | |
| - | <WRAP round box> | + | |
| - | ==== Force Bomb (Su) ==== | + | |
| - | * **Requirements: | + | |
| Your bombs may now deal Force damage by expending 1 extra TP/MP per Bomb. | Your bombs may now deal Force damage by expending 1 extra TP/MP per Bomb. | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Rotting Bomb (Su) ==== | + | ==== Rotting Bomb (Sp) ==== |
| - | * **Requirements: | + | * **Requirements: |
| Choose Strength or Dexterity - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your BaB or CL, whichever is higher + your Primary Casting Attribute modifier), or suffer damage to that ability score equal to your Secondary Casting Attribute modifier. You must expend 2 extra TP/MP to use this ability. | Choose Strength or Dexterity - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your BaB or CL, whichever is higher + your Primary Casting Attribute modifier), or suffer damage to that ability score equal to your Secondary Casting Attribute modifier. You must expend 2 extra TP/MP to use this ability. | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Mind Bomb (Su) ==== | + | ==== Mind Bomb (Sp) ==== |
| - | * **Requirements: | + | * **Requirements: |
| Choose a mental [[priority: | Choose a mental [[priority: | ||
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| <WRAP round box> | <WRAP round box> | ||
| ==== Spell Delivery (Sp) ==== | ==== Spell Delivery (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a Full Round Action, you may infuse a single Spell which you know into a Bomb, and throw it. The Spell takes effect at the target location, or onto the target creature if it is a ranged touch attack spell. You must fulfill any normal requirements for the spell to take effect. The " | + | As a Full Action, you may infuse a single Spell which you know into a Bomb, and throw it. The Spell takes effect at the target location, or onto the target creature if it is a ranged touch attack spell. You must fulfill any normal requirements for the spell to take effect. The " |
| </ | </ | ||
| - | ===== The Mutator ===== | ||
| - | <WRAP round box> | ||
| - | ==== Mutagen (Su) ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | You learn how to make a potent brew to empower yourself, known as a Mutagen. It takes 1 hour to brew a dosage of mutagen, and once created it remains potent until used. However, you may only maintain one dose of mutagen at a time - if you create a second dosage, any existing doses become inert. Your mutagen only works on you - if someone other than you drinks your mutagen, they must make a Fortitude Save (DC 10 + 1/2 your BaB or CL, whichever is greater + your Primary Casting Attribute) to avoid becoming nauseated for the duration. | ||
| - | |||
| - | When you make a Mutagen, select one [[priority: | ||
| - | |||
| - | Your Mutagen lasts for 10 minutes per [[priority: | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Persistent Mutagen ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | Your Mutagen now lasts for 1 hour per [[priority: | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Elemental Mutagen ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | Choose an elemental damage type (electricity, | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Feral Mutagen ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | When you imbibe your Mutagen, you gain two claw attacks and a bite attack. These are primary natural attacks, which are made using your full Base Attack Bonus. The claws deal 1d6 damage each (if you are Medium), and the bite deals 1d8 (if you are Medium). Additionally, | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Greater Mutagen ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | Your Mutagen now grants a +4 natural armor bonus, +6 to one ability score, and +4 to a secondary ability score of the same category. You take a -2 penalty to all ability scores of the opposite category for the duration of the Mutagen. | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Grand Mutagen ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | Your Mutagen now grants a +6 natural armor bonus, +8 to one ability score, +6 to a secondary ability score of the same category, and a +4 bonus to a tertiary ability score of the same category. You take a -2 penalty to all ability scores of the opposite category for the duration of the Mutagen. | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Horrid Appendages (Ex) ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control, and can be concealed through notable effort with magic or a sufficient [[priority: | ||
| - | |||
| - | The tentacle possesses no magic item slots, and the tentacle is present whether your Mutagen is active or not. If desired, you may instead gain a normal arm with this Talent, which lacks the slam attack of the tentacle. You may take this Talent up to 2 times. | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Wing-Growth (Ex) ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | You gain bat-like, bird-like, or insect-like functional wings, allowing you to [[priority: | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Improved Wings (Ex) ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | You may now use your wings for as long as you wish. In addition, the speed of your flight increases to 90 ft. | ||
| - | </ | ||
| ===== The Poisoner ===== | ===== The Poisoner ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Poison Resistance (Ex) ==== | ==== Poison Resistance (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain resist poison equal to your [[priority: | You gain resist poison equal to your [[priority: | ||
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| </ | </ | ||
| - | ===== The Potion Master ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Brew Potion ==== | ==== Brew Potion ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may create a Potion of any spell which you know and that targets one or more creatures or objects. See the [[equipment: | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Infusion ==== | ||
| - | * **Requirements: | ||
| - | You may gather local natural ingredients | + | You gain access |
| - | If you possess the [[priority:magic:casting_traditions# | + | * [[paths:alchemy_path:potion_master|Potion Master]] |
| - | </ | + | |
| - | <WRAP round box> | + | |
| - | ==== Swift Alchemy ==== | + | |
| - | * **Requirements: | + | |
| - | You take half as much time to create alchemical items, including potions. | ||
| </ | </ | ||
| - | <WRAP round box> | ||
| - | ==== Instant Alchemy ==== | ||
| - | * **Requirements: | ||
| - | You may create any alchemical item as a Full-Round Action, provided that you succeed at the Craft (Alchemy) check, and have the ingredients required on hand as normal. | + | |
| - | </ | + | |
