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Path of Alchemy

Alchemy is the Path to many abilities, some which one would consider...unnatural.

Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.


Key Skills

Upon following the Path of Alchemy, you gain the following Key Skills:

The Bomber

Alchemy Flasks (Su)

  • Requirements: CST 2,Craft (Alchemy) 5, 10 EXP

You may create powerful flasks out of unstable reagents to throw at your enemies. To use a flask, you must expend 1 TP or MP at minimum and for each point of MP or TP spent it adds three dice of damage. The maximum dice that can be added is equal to your Prowess or Caster Level. When a flask is made you select its damage type to either be Acid or Fire Damage. Once made, any MP or TP spent this way is reserved and does not recover until the flask is used. Making a flask requires 1 minute of work, or any number of Flasks can be made in a 15 minute period.

Thrown flasks are ranged attacks that target Magic Defense, with a range of 30 ft. They use the Weapon Skill (Alchemic). You add either your Primary Casting Ability to damage or Secondary Ability to damage, whichever is higher.

Flasks may be used by others. As a Swift Action you may choose any flask not on your person to become inert, It is a free action if on your person.

Delayed Flask

  • Requirements: Alchemy Flask,Craft (Alchemy) 10, 5 EXP

You may place a flask so that it explodes a number of rounds after you cease contact with the bomb. This delay can be any number of rounds chosen by you, up to your ranks inCraft (Alchemy). If at any point you reclaim possession of the flask, you may end the timer and prevent the flask's detonation. A delayed flask detonates immediately if any other creature attempts to touch or move the flask. The flask deal damage as if it scored a direct hit to any creature within the bomb's square when it detonates (though simply occupying the bomb's square does not set it off). The bomb may be disabled via Sleightofhand with a DC Equal to 10 + the bombs damage dice + Primary Casting Ability or Secondary Ability .

Demolition Charge

  • Requirements: Alchemy Flask,Craft (Alchemy) 10, 10 EXP

When you make a Flask you may spend an additional 1 TP. The Flask gains Armor Penetrating equal to the number of dice it has. This rating is doubled if used on an inanimate object.

Bomb-Omb (Su)

  • Requirements: Bombs,Craft (Alchemy) 10, 20 EXP

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 you possess as desired, by 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 reaches the square of your chosen target, it immediately detonates, dealing direct hit damage to the chosen creature, and applying any other bomb effects as normal.

The Bomb-Omb has hardness 10, 10 HP (no Wounds), and Defense 14 + 1/2 your ranks inCraft (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 disable_device check against yourCraft (Alchemy) check. Bomb-Ombs run out of charge and fall inert after 1 minute per rank inCraft (Alchemy) you possess.

Alchemy Bomb (Su)

  • Requirements: Alchemy Flask, CST 6, 15 EXP

Instead of making a standard Alchemy Flask, you make a more potent Alchemy Bomb.

Elemental Bomb (Sp)

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.

Force Bomb (Sp)

  • Requirements: Elemental Bomb,Craft (Alchemy) 15, 30 EXP

Your bombs may now deal Force damage by expending 1 extra TP/MP per Bomb.

Rotting Bomb (Sp)

  • Requirements: Bombs, CST 11,Craft (Alchemy) 10, 30 EXP

Choose Strength or Dexterity - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your Prowess 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.

Mind Bomb (Sp)

  • Requirements: Bombs, CST 11,Craft (Alchemy) 10, 30 EXP

Choose a mental Ability Score - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your Prowess 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.

The Poisoner

Poison Resistance (Ex)

  • Requirements: CST 3,Craft (Alchemy) 3, 10 EXP

You gain resist poison equal to your Hit Dice. At 10 HD, you become completely immune to poison.

Poison Use (Ex)

  • Requirements: Poison Resistance, 10 EXP

You never accidentally poison yourself when applying poison to a weapon, and may do so as a Half Action. In addition, you increase the DC of any poison you create by an amount equal to your Hit Dice.

Sticky Poison (Ex)

  • Requirements: Poison Use,Craft (Alchemy) 10, 25 EXP

Poison remains on your weapons for a number of uses equal to your Secondary Attribute Modifier (casting or martial, whichever is higher). A use is expended only upon a successful hit against a creature.

Swift Poisoner (Ex)

  • Requirements: Poison Use,Craft (Alchemy) 10, 25 EXP

You may apply poison as a Swift Action.

Master Poisoner (Ex)

  • Requirements: Swift Poisoner,Craft (Alchemy) 15, 35 EXP

You may apply poison to a weapon as an Immediate Action. Adding poison to weapons on your turn is a Free Action.

Brew Potion

  • Requirements:Craft (Alchemy) 3, 10 EXP

You gain access to the Potion Master Shortcut.