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Alchemist variant-Alchemical Spcialist
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<blockquote data-quote="Borthos" data-source="post: 5462486" data-attributes="member: 93344"><p>The other day I was milling around in my head a Spellless Alchemist. So I made it. I want info: would you play it, why? why not? Any changes, good, bad ugly. Couldn't remember if in PF you still needed to be a caster to make them so I put in an ability that allowed it anyway.</p><p></p><p>Here it is!</p><p></p><p>Alchemical Specialist</p><p> </p><p> Spell-less Alchemist Variant</p><p></p><p> <em>Sometimes, a child takes a liking to alchemy, mixing things, and making things explode better. He has no real magical talent, but he makes up for it with sheer alchemical knowledge and explosives.</em></p><p> </p><p> <strong>You do not gain spells indicated by the Alchemist class table.</strong></p><p> </p><p> <em><strong>Alchemical Knack: </strong></em>You do not gain Brew Potion as a bonus feat at 1st level. Instead, you are treated as a spellcaster only for creating alchemical items. </p><p> </p><p> <em><strong>Alchemical Specialty:</strong></em> You are best known for specific items you create, whether they be tanglefoot bags, Alchemists fire, or even just a simple smokestick. At third level, and every three levels after third, choose one specialty listed below.</p><p> </p><p> <em>Splash weapon Specialist:</em> Choose one alchemical item from the following list: Alchemist's Fire, Liquid Ice, Acid, Fuse Grenade (Adventurers Armory), Alkali Flask. The primary damage for the chosen item increases to 2d6 and any splash damage increases to 1d6. Secondary damage, such as the 2nd round Alchemist Fire damage, stays the same. Any range increment listed for the chosen item doubles. Any saves listed change from their base save to 10+ ½ your Alchemist level + Intelligence modifier.</p><p> The Fuse Grenade's primary bludgeoning increases to 3d6 and fire damage increases to 2d6, and the range increment increases by ten feet. You must be 6th level or higher to choose the Fuse Grenade Specialty.</p><p></p><p> <em>Control Specialist:</em> Choose one alchemical item from the following list: Tanglefoot Bag, Thunderstone, Smokestick, Itching Powder (Adventurers Armory). The saves for these items changes from the base save to 10+ ½ your Alchemist level + Intelligence modifier. Any lasting effects (blindness, deafness, entanglement, etc) effects from the items last 50% longer. Add 5 feet to any range increment listed.</p><p></p><p> <em>Weapon Coating Specialist: </em>Choose one alchemical item from the following list: Weapon Blanch (any), Bladeguard. The effects of Bladeguard last twice as long. In the case of the Weapon Blanch, the effects last until 2d4 successful hits.</p></blockquote><p></p>
[QUOTE="Borthos, post: 5462486, member: 93344"] The other day I was milling around in my head a Spellless Alchemist. So I made it. I want info: would you play it, why? why not? Any changes, good, bad ugly. Couldn't remember if in PF you still needed to be a caster to make them so I put in an ability that allowed it anyway. Here it is! Alchemical Specialist Spell-less Alchemist Variant [I]Sometimes, a child takes a liking to alchemy, mixing things, and making things explode better. He has no real magical talent, but he makes up for it with sheer alchemical knowledge and explosives.[/I] [B]You do not gain spells indicated by the Alchemist class table.[/B] [I][B]Alchemical Knack: [/B][/I]You do not gain Brew Potion as a bonus feat at 1st level. Instead, you are treated as a spellcaster only for creating alchemical items. [I][B]Alchemical Specialty:[/B][/I] You are best known for specific items you create, whether they be tanglefoot bags, Alchemists fire, or even just a simple smokestick. At third level, and every three levels after third, choose one specialty listed below. [I]Splash weapon Specialist:[/I] Choose one alchemical item from the following list: Alchemist's Fire, Liquid Ice, Acid, Fuse Grenade (Adventurers Armory), Alkali Flask. The primary damage for the chosen item increases to 2d6 and any splash damage increases to 1d6. Secondary damage, such as the 2nd round Alchemist Fire damage, stays the same. Any range increment listed for the chosen item doubles. Any saves listed change from their base save to 10+ ½ your Alchemist level + Intelligence modifier. The Fuse Grenade's primary bludgeoning increases to 3d6 and fire damage increases to 2d6, and the range increment increases by ten feet. You must be 6th level or higher to choose the Fuse Grenade Specialty. [I]Control Specialist:[/I] Choose one alchemical item from the following list: Tanglefoot Bag, Thunderstone, Smokestick, Itching Powder (Adventurers Armory). The saves for these items changes from the base save to 10+ ½ your Alchemist level + Intelligence modifier. Any lasting effects (blindness, deafness, entanglement, etc) effects from the items last 50% longer. Add 5 feet to any range increment listed. [I]Weapon Coating Specialist: [/I]Choose one alchemical item from the following list: Weapon Blanch (any), Bladeguard. The effects of Bladeguard last twice as long. In the case of the Weapon Blanch, the effects last until 2d4 successful hits. [/QUOTE]
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