Alchemist Stuff
This post contains options for the Alchemist, plus two new spells (which also happen to be Alchemist formulae) that I made up to fill some holes in the existing bunch. Those two are Earth Spirit and Empathic Spirit.
Discoveries (and one Grand Discovery):
- Essentia (Su): The Alchemist discovers how to bottle spiritual power within himself or herself, and adds 1 point of essentia to his or her essentia pool. If the character did not previously have an essentia pool, this grants one with a single point of essentia. This Discovery can be taken more than once.
An Alchemist must have a CON score of 13 or higher before selecting this Discovery.
- Spirit Bomb (Su): The Alchemist’s Bombs do more than burn the body- they also scorch the soul. A creature that takes a direct hit from a Spirit Bomb takes damage from the Bomb plus 1d4 points of essentia damage. A creature that has 0 essentia in its essentia pool, or that does not have an essentia pool, takes 1 point of CHA damage for every point of essentia damage it would have taken otherwise. It is possible for a Spirit Bomb to deal both essentia damage and CHA damage this way; for example, a Spirit Bomb which should deal 3 points of essentia damage that strikes a creature with only 2 points of essentia deals 2 points of essentia damage and 1 point of CHA damage.
Reduce the amount of normal damage dealt by the Bomb by 2 dice (so a Bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).
The amount of essentia damage dealt by a Spirit Bomb is reduced by 1 for each Spirit Bomb that hit the target in the past 24 hours, to a minimum of 1 point of essentia damage.
An Alchemist must be at least 12th level before selecting this Discovery.
- True Soulmeld (Su): The Soulfuser discovers (and maps completely) the chemical pathways inside the bodies of meldshaping creatures which allow them to use Incarnum, and thereby gains the ability to meldshape much as they do. The Soulfuser is no longer limited to preparing only one Liquid Soulmeld of each specific soulmeld he or she knows. Furthermore, the character's Liquid Soulmelds now last "permanently until unshaped," just as normal soulmelds do, rather than having limited duration. Finally, the Soulfuser is no longer limited to having only a single Liquid Soulmeld at a time in effect upon himself or herself; instead, the character can now maintain a number of soulmelds up to his or her CON score - 10 (minimum 1). Liquid Soulmelds no longer dissipate other Liquid Soulmelds the character has active, unless the new addition takes the character over this limit- in which case, the Soulfuser chooses which previously-existing Liquid Soulmeld to dissipate when the new one is drunk.
Soulfuser:
Living beings prove that somehow, some way, base chemicals and matter can combine and react in ways which draw life energy to them. With the ascendency of Incarnum as a source of supernatural power, some Alchemists have used their own latent (or not-so-latent) Incarnum ability to probe this connection between life energy (as represented by souls and soul power) and base chemicals and reagents. By learning how life is fused into matter to give rise to actual lifeforms, they hope to gain a better understanding of (and power over) their own lives and the lives of others. Because they focus largely upon the fusion of soul energy with alchemical reagents, these specialists are usually known as Soulfusers by other Alchemists.
Class Features:
All of the following are class features of the Soulfuser.
- Liquid Soulmeld (Su): A Soulfuser Alchemist gains a unique ability to bottle the essence of a soulmeld and reconstitute it later. A Liquid Soulmeld takes 1 hour to prepare, and once mixed, it remains potent until used. A Liquid Soulmeld is exactly what the name suggests- the Soulfuser picks one soulmeld from the list of soulmelds he or she knows (see below) and prepares an alchemical mixture which forms that soulmeld upon his or her person when drunk. The Liquid Soulmeld lasts for 10 minutes per Alchemist level once active, after which time it dissipates into harmless soulmotes. Feats or other abilities which change the amount of time that a Mutagen lasts work similarly upon Liquid Soulmelds; thus, the Midnight Mutagen feat allows a Soulfuser to increase the duration of his or her Liquid Soulmelds.
Because the process of mixing a Liquid Soulmeld requires the Soulfuser to make contact with (and gain the cooperation of) disembodied souls, he or she can only mix one Liquid Soulmeld at a time for any one specific soulmeld, but unlike Mutagens, a Soulfuser can prepare and keep ready one Liquid Soulmeld for each soulmeld he or she knows. Thus, a Soulfuser who knows how to brew Liquid Cerulean Sandals and Bluesteel Bracers can only prepare one Cerulean Sandals at any given time, but could keep both a Cerulean Sandals and a Bluesteel Bracers handy. Regardless of how many Liquid Soulmelds a Soulfuser carries, he or she can only have one active at any given moment; drinking a Liquid Soulmeld immediately ends the duration of any previously-used Liquid Soulmeld that was still in effect.
Upon drinking a Liquid Soulmeld, the Soulfuser makes any decisions that would normally be required of a meldshaper when shaping the same soulmeld normally; chiefly, this means that the Soulfuser decides which chakra the soulmeld occupies (and whether or not it is bound to that chakra) at drinking time as opposed to when the Liquid Soulmeld is actually mixed.
Some soulmelds (such as Incarnate Weapon and Elemental Channel) have different "modes" they may be shaped with; Incarnate Weapon works differently depending upon which alignment is used, while Elemental Channel depends upon its chosen element. The Soulfuser who learns one of these soulmelds learns (and can use) all possible modes of the soulmeld when he or she learns to mix the Liquid Soulmeld for it at all, but the choice of which "mode" to use is made when the Liquid Soulmeld is mixed- not at drinking time. Thus, a Soulfuser who prepares an Elemental Channel must specify whether the Liquid Soulmeld is an Elemental Channel (Air), Elemental Channel (Earth), Elemental Channel (Fire), or Elemental Channel (Water), and since he or she can only mix one Elemental Channel at a time, choosing one precludes using any of the others. The choice of which chakra to occupy with the soulmeld (or bind it to), however, is made when the Liquid Soulmeld is drunk and activated, not when it is prepared.
Although Liquid Soulmelds are prepared and used much like Mutagens, a Soulfuser does not automatically know how to prepare them- instead, the character must learn and record them in his or her Formula Book as if they were Extracts. A Soulfuser begins play knowing one soulmeld from any class's soulmeld list, in addition to the Extracts he or she knows just for being an Alchemist; as the Soulfuser adventures and gains experience and levels, he or she can add more soulmelds to the Formula Book. Liquid Soulmelds are treated as 6th-level Extracts for the purposes of recording them in the Formula Book (in particular, for how many pages each one requires, how costly it is to scribe, and what is required to research one to add to the Formula Book between level-ups), but do not otherwise have a level for any purpose.
Liquid Soulmeld formulae are not learnable by any Alchemist who does not have this class feature, nor by any non-Alchemist who peruses the Soulfuser's Formula Book; however, one Soulfuser can learn soulmelds from another Soulfuser's book. Soulfusers are allowed to (and in fact, usually do) learn one new Liquid Soulmeld formula in place of a new Extract, with each Alchemist level gained after 1st; each time a Soulfuser learns a new Liquid Soulmeld this way, the chosen soulmeld comes from any class's soulmeld list (just as the one learned at 1st level). Soulfusers do not typically limit their study to a specific class's soulmeld list; they partake from all of them so as to better understand the deeper connections between souls and the material world.
A non-Alchemist, or an Alchemist who is not a Soulfuser, who drinks a Liquid Soulmeld must make a Fortitude save (DC 10 + half the Soulfuser's level + the Soulfuser's INT modifier) or become Nauseated for 1 hour. A non-Soulfuser can never gain the benefits of a Liquid Soulmeld, but a Soulfuser can gain the benefits of another Soulfuser's Liquid Soulmeld if he or she drinks it. In any case, the effects of a Liquid Soulmeld do not stack with another Liquid Soulmeld- drinking one while another is in effect upon the drinker immediately ends the existing one and replaces it with the one just drunk.
This ability replaces Mutagen (a Soulfuser cannot prepare Mutagens unless he or she selects Mutagen (Ultimate Magic 16) as a Discovery). This class feature nonetheless counts as Mutagen, for the purposes of meeting any prerequisites for abilities that change the duration of Mutagens (such as the Midnight Mutagen feat).
- Chakra Binds: At 2nd level, a Soulfuser gains the ability to bind soulmelds and/or items to his or her Crown chakra. At 4th level, the character gains the ability to bind soulmelds and/or items to his or her Feet and Hands chakras. At 10th level, the Soulfuser gains the ability to bind soulmelds and/or items to his or her Arms, Brow, and Shoulders chakras. At 14th level, the Soulfuser can bind soulmelds and/or items to his or her Throat and Waist chakras. Finally, at 18th level, the Soulfuser can bind soulmelds and/or items to his or her Heart chakra.
Regardless of which chakras are open for binding, the Soulfuser cannot bind more than one thing to any single chakra at a time (as is normal for actual meldshapers); also, the Soulfuser is limited to having no more than a number of active chakra binds equal to his or her CON modifier (minimum 1). Thus, a Soulfuser with a CON score of 15 can never have more than 2 active chakra binds, no matter how many Chakras he or she actually has open for binding.
This ability replaces Posion Resistance and Poison Immunity.
- Stabilized Soulmeld (Su): At 14th level, the Soulfuser's Liquid Soulmelds last for 1 hour per level instead of 10 minutes per level.
This ability replaces Persistent Mutagen.
The following Discoveries complement the Soulfuser Archetype: Alchemical Simulacrum (Ultimate Magic), Bottled Ooze (Ultimate Magic), Dispelling Bomb (APG), Doppelganger Simulacrum (Ultimate Magic), Elixir of Life (APG), Enhance Potion (APG), Essentia, Eternal Potion (APG), Eternal Youth (APG), Extend Potion (APG), Fast Healing (APG), Greater Alchemical Simulacrum (Ultimate Magic), Healing Touch (Ultimate Magic), Infusion (APG), Lingering Spirit (Ultimate Magic), Precise Bombs (APG), Spirit Bomb, Spontaneous Healing (Ultimate Magic), True Soulmeld.
[h=3]Alchemist Formulae[/h]
1st Level
[TABLE="width: 100%"] [TR] [TD="width: 100%"]
Protection From Incarnum Ward a target from attacks by soulmelds and Incarnum creatures.
(MoI)
[/TD] [/TR] [/TABLE]
2nd Level
[TABLE="width: 100%"] [TR] [TD="width: 100%"]
Adept SpiritE Subject can activate bonus on caster level checks, Will saves, concentration checks, and INT-based checks for 1 minute.
(MoI)
Animal SpiritE Subject can activate Scent, Low-Light Vision, and bonus on WIS-based checks for 1 minute.
(MoI)
Guardian SpiritE Subject can activate bonus on AC, Reflex saves, and DEX-based checks for 1 minute.
(MoI)
Soul Boon Grant 1 point of essentia per three levels to subject.
(MoI)
[/TD] [/TR] [/TABLE]
3rd Level
[TABLE="width: 100%"] [TR] [TD="width: 100%"]
Earth SpiritE Subject can activate DR, Fast Healing, and bonus on CON-based checks for 1 minute.
Empathic SpiritE Subject can activate Telepathy, understand all languages, and bonus on CHA-based checks for 1 minute.
Open Least Chakra Allow target to bind to its Crown, Feet, or Hands chakra.
(MoI)
Valiant SpiritE Subject can activate bonus on attack, damage, Fortitude saves, and STR-based checks for 1 minute.
(MoI)
[/TD] [/TR] [/TABLE]
4th Level
[TABLE="width: 100%"] [TR] [TD="width: 100%"]
Incarnum VigorE Subject gains Fast Healing; subject's healing spells cure extra damage.
(MoI)
Open Lesser Chakra Allow target to bind to its Arms, Brow, Crown, Feet, Hands, or Shoulders chakra.
(MoI)
[/TD] [/TR] [/TABLE]
6th Level
Incarnum ApotheosisE Target's incarnum receptacles are treated as if invested with maximum essentia; target is immune to effects that reduce essentia pool or unshape soulmelds.
(MoI)
Open Greater Chakra Allow target to bind to its Arms, Brow, Crown, Feet, Hands, Shoulders, Throat, or Waist chakra.
(MoI)
Earth Spirit (Divination) [Earth, Incarnum]
Subject can activate DR, Fast Healing, and bonus on CON-based checks for 1 minute. [TABLE="width: 100%"] [TR] [TD] [/TD] [TD]
Level: Alchemist 3, Druid 3, Ranger 3, Witch 3
Components: V, S (E)
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You bestow a small portion of the soul-energy of the element of Earth on the creature touched, granting it some of the resiliency and toughness of the earth.
As an immediate action, the target creature can activate the
Earth Spirit. While active, the spirit's indomitable toughness pervades the recipient's body, healing its wounds and preventing new ones. This provides the creature with DR 5/Adamantine, Fast Healing 1, and a +2 insight bonus on CON checks. The
Earth Spirit remains active for 1 minute, and then its power is expended and the spell ends.
No creature can be the target of more than one
Earth Spirit spell simultaneously. If a second is cast upon the target before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essentia you invest in this spell, the bonus on CON checks improves by 2, and the Fast Healing improves by 1.
[/TD] [/TR] [/TABLE]
Empathic Spirit (Divination) [Incarnum]
Subject can activate Telepathy, understand all languages, and bonus on CHA-based checks for 1 minute. [TABLE="width: 100%"] [TR] [TD] [/TD] [TD]
Level: Alchemist 3, Bard 3, Cleric 3, Inquisitor 3, Magus 4, Paladin 3, Sorcerer/Wizard 4, Witch 3
Components: V, S (E)
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You bestow the soul of a great ancient negotiator on the creature touched, granting it great communication skill.
As an immediate action, the target creature can activate the
Empathic Spirit. While active, the spirit's empathy and charm provide the creature with Telepathy 30 feet (as the standard monster ability, described in Pathfinder Bestiary, page 305), the ability to understand all written languages, and a +2 insight bonus on CHA checks and CHA-based skill checks. The
Empathic Spirit remains active for 1 minute, and then its power is expended and the spell ends.
No creature can be the target of more than one
Empathic Spirit spell simultaneously. If a second is cast upon the target before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essentia you invest in this spell, the bonus on CHA checks and CHA-based skill checks improves by 2.
[/TD] [/TR] [/TABLE]