Anyone check out Radiance RPG yet?

AncientSpirits

First Post
Version "T" is coming along very soon... Now is the time to add your say. Most of these changes are clarifications, added abilities that I've managed to squeeze in, or address niche situations. Comments welcome for next 72 hours...




"Radiance Players Guide"
Version T
ALMOST... FINAL... ERATTA


Page 17, the drack’s Dragon Breath is changed to exactly match the sorcerer’s Breath Weapon, and a drack that becomes a sorcerer gains a bonus sorcerer basic ability instead. As part of this, remove the drack’s Enlarged Dragon Breath and replace it with the following ability:
Empowered Breath Weapon: This improves Breath Weapon to deliver +5 damage.


Page 19, Drow multiclass options now read:
Multiclassing: Blackguard, rogue, and warlock, plus inquisitor or witch (females), or necromancer or shadowcaster (males). You may select 1 of these classes to pursue under the multiclass option.


Page 36, Under tiefling Racial Abilities, the Sneaky ability is renamed Secretive and moved to the correct alphabetic order.


Page 37, Warmech automatic languages now include Mechan.


Pages 44, 65, 93, 146, 260, 274, and 277, Diehard now reads:
Diehard: When you fall below 0 wound points, you are not unconscious. Instead you are conscious and can continue to take a single move or standard action each round until you die at your usual negative hit points.


Page 45, Delay Death now reads:
Delay Death: This improves Diehard such that you survive for 10 additional hit points (ex: down to -23 rather than -13).


Page 49 and page 77, the Flame Blade ability now inflicts 1d3 fire wound damage, not just 1 wound damage.


Page 47, add "Will resists if target not a person" under Hideous Laughter.


Page 54, under Shillelagh, the ability now clarifies to apply the druid’s Strength modifier.


Page 54, the druid gains a new basic ability option:
Thorn SprayM: Creatures within a 15-ft cone suffer 1d4 damage per level (max 5d4). Reflex resists for ½ damage. Costs 1 vitality.


Page 55, the druid gains 2 new intermediate ability options:
Thorn Hail: This improves Thorn Spray to inflict 1d6 damage per level (max 10d6) to creatures within a 30-ft cone. Costs 2 vitality.
Trackless Party: Improves Trackless Step to aid adjacent allies.


Pages 58 and 72, the fighter’s and monk’s Powerful Blow ability is clarified that it’s used “after you hit”.

Page 86, the sage class gains a new basic ability option, Epithet, which reads:
EpithetM: You utter the true name you learned of a foe within 15 ft, inflicting 1d2 wound damage. Will resists if level 5+. Costs 1 vitality.


Page 87, the Sage class gains a new intermediate ability option, Bookworm, which reads:
Bookworm: Boost Literacy checks by +10.


Page 89, modify Breath of Night to read:
Breath of NightM: You exhale an inky cloud that causes 1 living foe within 30 ft to fall unconscious for 1 hour, or be dazed for 1d4-1 rounds if Fortitude resists. Costs 5 vitality.


Page 98: Under the Witch core ability Curse, add the following line prior to the vitality cost:
"Foes level 5+ may resist using Will."


Page 105, the DC for ongoing Endurance checks changes from a static DC 15 to an ever-increasing "DC 15 + 1/extra round".


Page 144, under Not There, duration now reads "until the end of your next turn".


Page 156, under Medium Weapon, add bullet point: "If used in 2 hands, grant Strength x 1.5 to damage."


Pages 160 and 279, for Firearms, switch around the prices to better reflect their relative value:


Hunting Rifle = 750 gp
Musket = 400 gp
Pistol = 200 gp
Revolver = 450 gp
Shotgun = 500 gp


Page 255, under Profile of Travelers Lodge, paragraph 2, fixed to refer to pages where magical ships can be found (e.g. ships were not "at right"!)


Page 258, Table 13-9, percentages changed to reflect the general population and not just characters PCs will meet.


Page 260, the Barrister townie was slightly improved to grant it 9 design points (rather than 8, which was too little for a townie).
 

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AncientSpirits

First Post
Version "T" is coming along very soon... Now is the time to add your say. Most of these changes are clarifications, added abilities that I've managed to squeeze in, or address niche situations. Comments welcome for next 72 hours...




"Radiance Players Guide"
Version T
ALMOST... FINAL... ERATTA


Page 17, the drack’s Dragon Breath is changed to exactly match the sorcerer’s Breath Weapon, and a drack that becomes a sorcerer gains a bonus sorcerer basic ability instead. As part of this, remove the drack’s Enlarged Dragon Breath and replace it with the following ability:
Empowered Breath Weapon: This improves Breath Weapon to deliver +5 damage.


Page 19, Drow multiclass options now read:
Multiclassing: Blackguard, rogue, and warlock, plus inquisitor or witch (females), or necromancer or shadowcaster (males). You may select 1 of these classes to pursue under the multiclass option.


Page 36, Under tiefling Racial Abilities, the Sneaky ability is renamed Secretive and moved to the correct alphabetic order.


Page 37, Warmech automatic languages now include Mechan.


Pages 44, 65, 93, 146, 260, 274, and 277, Diehard now reads:
Diehard: When you fall below 0 wound points, you are not unconscious. Instead you are conscious and can continue to take a single move or standard action each round until you die at your usual negative hit points.


Page 45, Delay Death now reads:
Delay Death: This improves Diehard such that you survive for 10 additional hit points (ex: down to -23 rather than -13).


Page 49 and page 77, the Flame Blade ability now inflicts 1d3 fire wound damage, not just 1 wound damage.


Page 47, add "Will resists if target not a person" under Hideous Laughter.


Page 54, under Shillelagh, the ability now clarifies to apply the druid’s Strength modifier.


Page 54, the druid gains a new basic ability option:
Thorn SprayM: Creatures within a 15-ft cone suffer 1d4 damage per level (max 5d4). Reflex resists for ½ damage. Costs 1 vitality.


Page 55, the druid gains 2 new intermediate ability options:
Thorn Hail: This improves Thorn Spray to inflict 1d6 damage per level (max 10d6) to creatures within a 30-ft cone. Costs 2 vitality.
Trackless Party: Improves Trackless Step to aid adjacent allies.


Pages 58 and 72, the fighter’s and monk’s Powerful Blow ability is clarified that it’s used “after you hit”.

Page 86, the sage class gains a new basic ability option, Epithet, which reads:
EpithetM: You utter the true name you learned of a foe within 15 ft, inflicting 1d2 wound damage. Will resists if level 5+. Costs 1 vitality.


Page 87, the Sage class gains a new intermediate ability option, Bookworm, which reads:
Bookworm: Boost Literacy checks by +10.


Page 89, modify Breath of Night to read:
Breath of NightM: You exhale an inky cloud that causes 1 living foe within 30 ft to fall unconscious for 1 hour, or be dazed for 1d4-1 rounds if Fortitude resists. Costs 5 vitality.


Page 98: Under the Witch core ability Curse, add the following line prior to the vitality cost:
"Foes level 5+ may resist using Will."


Page 105, the DC for ongoing Endurance checks changes from a static DC 15 to an ever-increasing "DC 15 + 1/extra round".


Page 144, under Not There, duration now reads "until the end of your next turn".


Page 156, under Medium Weapon, add bullet point: "If used in 2 hands, grant Strength x 1.5 to damage."


Pages 160 and 279, for Firearms, switch around the prices to better reflect their relative value:


Hunting Rifle = 750 gp
Musket = 400 gp
Pistol = 200 gp
Revolver = 450 gp
Shotgun = 500 gp


Page 255, under Profile of Travelers Lodge, paragraph 2, fixed to refer to pages where magical ships can be found (e.g. ships were not "at right"!)


Page 258, Table 13-9, percentages changed to reflect the general population and not just characters PCs will meet.


Page 260, the Barrister townie was slightly improved to grant it 9 design points (rather than 8, which was too little for a townie).
 


AncientSpirits

First Post
If you could add a single 2-line ability to any existing Radiance class (bard, gallant, monk, pathfinder, warlock, etc), what would that ability be? (Multiple submissions okay.)
 

pjs37

Villager
Well I love what I have read so far. I was getting ready to run a Pathfinder Campaign with Fantasy+Steampunk but this is perfect for that. I cannot wait and neither can my group it should be an interesting campaign.
 

AncientSpirits

First Post
Well I love what I have read so far. I was getting ready to run a Pathfinder Campaign with Fantasy+Steampunk but this is perfect for that. I cannot wait and neither can my group it should be an interesting campaign.

Cool! :D

And if you have any questions as you all get into things, feel free to post here or on the Facebook site (www.Facebook.com/RadianceRPG) or on the Rpg.net site. Several folks on the Facebook site have been posting summaries of their game sessions.
 

AncientSpirits

First Post
The first of several Radiance RPG adverts for Facebook. No idea if Facebook wB-)orks but loved making these in the comic/graphic style froml the original :yawn:great illustrations by Eric Lofgren in Radiance Players Guide.

advert-2.jpg
 

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AncientSpirits

First Post
Theta
The cerebral theta relies on mental powers.

FemaleTheta.jpg



Appearance & Culture
A theta ranges in height from 4½ ft to 7½ ft and averages 80 to 240 pounds. Most notable: the embiggened skull that houses great brain power. Thetas are otherwise hairless and androgenous with greenish-gray skin, a high body temperature, and minimalist attire.
Other races often view thetas as aloof, arrogant, brilliant, dominant over others, fearful, tricky, and keen problem solvers. Thetas claim to be humans from a distant future who have resettled the past to experiment, enlighten, and guide. Thetas reproduce via eggs. Their culture is highly impersonal.
Thetas rely on psychic power. They organize into castes and tend to live in sterile, unnatural spaces, whether underground, in steely warren-like cities, or Void ships. Thetas revere entertainers, inventors, and philosophers, though their leaders are born and trained to their station.
Thetas adventure to learn, acquire new electrotech, test their mental powers, or test and experiment on others, even companions.

Physical Traits
Thetas have the following characteristics.
Attributes: -2 Constitution and +2 Intelligence. Thetas sacrifice stamina to boost their brains.
Size: Medium.
Speed: 30 ft.
Wound Points: 5. Thetas absorb less damage than humans.
————————————————————————
Delusion(M): You daze a person within 30 ft. Will resists. While dazed, he believes he faces challenges in an alternate reality. Each round on his turn, you may present him with a DC 15 skill check of your choice. Failure inflicts 2d6 psychic damage (bypasses DR). After 3 such checks, the effect ends. An attack roll on the target, or a rousing slap by an adjacent ally, also ends it. The effect otherwise lasts while you concentrate as a standard action each round + 2 additional rounds (max 2 minutes). Costs 2 vitality.
Detect Thoughts(M): You note the presence or absence of thoughts (from conscious, sentient creatures) within a 60-ft cone. After concentrating for a second round, you learn the number of thinking minds and the Intelligence of each. After concentrating for a third round, you “hear” the current surface thoughts of 1 creature of your choice within range for 2 minutes if you beat its Will. Costs 2 vitality.
Mage Hand(M): You telekinesis a single unattended object weighing up to 5 pounds and within 30 ft. You can telekinesis the object up to 10 ft.
Thought Link(M): You form a telepathic bond for 2 minutes with a person within 30 ft and line of sight. Communicating is as natural and quick as normal speech. The bond ends if you move out of range. You can maintain only 1 bond at a time. Costs 1 vitality if the person is unwilling.
————————————————————————
Free Languages: Common.
Bonus Languages: Any. Select a number of bonus languages equal to the character’s Intelligence bonus.
Multiclassing: Battlemind, illusionist, magister, psion or savant. You may select 1 of these classes to pursue under the multiclass option.
————————————————————————
Typical Alignment: Lawful neutral.
Typical Deity: Ymuri, or Ixion if evil.
————————————————————————
Comeliness: 2d6+1. Their large heads and pallid complexions are off-putting.
Base Age: 30. Thetas have long childhoods but age rapidly due to mental stress even as they hang on for several centuries. They are young adults at 30, middle-aged at 45, and old at 300.

Racial Options
A theta character selects 2 abilities from the following list at 1st level, and may select more abilities at later levels and with age.
Choke(M): One Small or Medium creature within 15 ft is dazed for 1 round and suffers 1d4 psychic damage (bypasses DR). Will resists. Requires you know Mage Hand. Costs 1 vitality.
Conehead: Pathfinder, sage or wizard is your multiclass option and you enjoy a +3 bonus on Arcana, History, and Literacy checks. Also, your head acquires a distinctive cone shape denoting your interests.
Delude Monster: Select 1 nonperson creature type. Your Delusion ability now works against that type when it’s below your level.
Electrotech: You study invisible mundane forces of nature (called immateria) such as electrics, kinetics, nucleonics, optics, and sonics. You can make checks using the Technics skill (RPG, page 177) and enjoy a +2 bonus on Mechanics and Technics checks.
Intellect Fortress(M): Boost Will by +5 for 3 rounds.
Intellect Ray(M): One foe within 30 ft suffers 1d6 psychic damage per level (max 5d6). Reflex resists for ½ damage. Apply +3 damage if you wear a 500 gp gem. Costs 1 vitality.
Mask Effect(M): As an immediate action, you cause an attack initiated within 30 ft to appear to observing persons to have no effect, though it works anyway. Will negates if a person touches the supposedly unaffected target of the attack and actively disbelieves as a standard action. Lasts 2 minutes. Costs 1 vitality.
Mental Focus: As a swift action, apply a +1d6 bonus on 1 skill check. Multiple uses do not stack. Costs 1 vitality.
Mental Missive(M): You send a 1-way telepathic message consisting of up to 3 vivid images to a sentient creature within 60 ft. You only need line of effect not line of sight. Costs 1 vitality.
Mindlink(M): You form a telepathic bond for 5 minutes with a sentient ally within 30 ft. Communicating is as natural and quick as normal speech. Once the bond is formed, it works over any distance. You can maintain only 1 bond at a time.
Psychic Analyst: When you beat a target’s Will using Detect Thoughts you may learn its favorite or feared reality plus its 3 best or worst skills rather than its thoughts.
Psychic Artist: Boost Craft and Music checks by +3 and attack rolls using the Delusion ability by +2.
Psychic Detective: This improves Detect Thoughts such that can you target a 5-ft space and gain results from persons who have passed within 15 ft of the space within the past 2 minutes.
Psychic Probe: Boost Bluff and Insight checks by +3 and attack rolls using the Detect Thoughts ability by +2.
Self-Revitalize: Once daily, after 1 minute of focusing on your inner third eye, you heal 1d4+1 vitality.
Sense Link(M): You establish a perceptual bond with a touched or mindlinked ally for 5 minutes. Each round, you see and hear through the ally’s eyes and ears as if you were in his place. You are defenseless while using this ability. Once the bond forms, it persists out to any distance. You can end the bond as a swift action and can only maintain 1 bond at a time. Costs 1 vitality.
Sustenance(M): You do not need to eat or drink (unless you wish to) and enjoy a +5 bonus to resist ingested poisons and sleep magic.
Techics Gear: You inherit 1,000 gp worth of electrotech.
Theta Warrior: Boost Athletics and Endurance checks by +3. Also, you are proficient with the scimitar and Light armors.
Third Eye: Your third eye awakens. You may apply a +5 bonus to a single d20 roll up to 2x/day, or 3x/day if you wear a 500 gp gem.
 

AncientSpirits

First Post
Alchemist
An alchemist brews bombs and potions to transform body and mind.


Background & Adventures
An alchemist pursues the art of transmutation, often through the use of potions, oils, and such, and also by the dangerous, devious, or delightful touch of an uncanny finger.


Alchemists study the hidden bonds and patterns of all things and use catalyzing reagents and magic to shift those. They “see” potential and embrace change, disguise, and reuse. A pillar is a door, an ogre is a warhorse, a river is a cloud—just waiting to happen.


An alchemist often refers to a formula book to work beyond mere error-prone memory. He is likely eager to invite others to help him brew potions, among which his can be exceptional. Some alchemists use their insights to mutate underlings and foes.


The world is change, alchemists learn from travel, and they enjoy allies of all kinds so long as they are afforded their time to prepare.


alchemist.png



Class Details
Alchemists have the following statistics.
——————————————
Prime Attribute: Intelligence.
Attack: d20 + ½ class level + Intelligence modifier.
Defenses: Fortitude +2, Will +2.
——————————————
Armor: All Light armors such as leather.
Weapons: Light blades such as daggers.
Starting Gold: 3d6 x 10 (105 gp).
————————————————
Alignment: Any.
Special: Abilities marked with a C require the use of an artificer’s lab that costs 250 gp and weighs 40 pounds. You can also rent such a lab for 5 gp per day. Also, abilities with an M require you expend “components” costing 2 cp for basic abilities and 2 sp, 2 gp and 2 pp for intermediate, advanced, and paragon abilities respectively. When you do not, apply a -2 penalty to your attack rolls.
Training: 3d4 years.
————————————————————————


Core Abilities
Alchemists start with the following abilities at 1st level.
Alchemist Skills: You enjoy a +2 bonus on Appraise, Arcana, Craft, Endurance, and Nature checks.
Formula Book: Up to 3x daily, you may study a formula book (10 gp, 3 pounds) for 2 minutes to know for 1 hour any alchemist magic ability of any tier that you can access except paragon tier. Each use cancels a previous use. Requires a formula book.
Transmutation Specialty: You know 1 basic tier alchemist ability of your choice for which you qualify.


Basic Abilities
Alchemists select from the following basic abilities.
Anatomy Studies: Boost Arcana and Heal checks by +5.
ApothecaryC: You can brew drugs and poisons as described on page 166 for ½ their listed market price. One dose requires 1 hour of work, and you can prepare up to 10 doses in a day. Also, you can identify a drug or ingested poison after 1 minute of careful visual and olfactory inspection with an accuracy of 70% + 1% per level.
Bomb: You lob a bomb out to 60 ft that blasts a 15-ft-radius volume. Creatures and objects therein suffer 1d6 damage per 2 levels (max 5d6), or ½ damage if Reflex resists. You only need line of effect, not line of sight. Costs 1 vial of blast powder per d6 damage. A vial of blast powder costs 2 gp, weighs 1 pound, and takes 10 minutes to craft. Moving 1 vial into your hand from a bandolier is a swift action.
Bomb Ready: Boost Perception and Trick checks by +5.
Brew PotionC: You place an ability that you or an adjacent ally knows into a potion, salve, oil, pill or similar mix that delivers a single-use effect to a creature or object. The cost and time equal 50 gp and 1 hour for a basic ability or 300 gp and 2 hours for an intermediate ability. You or an adjacent ally pay any vitality cost when brewing the potion. See RPG page 196 for details and a list of common potions.
Critter FormM: As Wild Shape (below) except you are limited to Tiny animals and you return to your normal form at the end of your turn. You cannot make attacks in this form. Does not work with Enlarge or Reduce. Requires Alchemist Skills. Costs 2 vitality.
Disguise AllyM: This improves Disguise Self such that you may target an adjacent willing person instead. Costs 1 vitality.
Disguise SelfM: Your surface traits—hair color, garment style, gender, voice pitch, etc—transmute to grant you a +10 bonus on Disguise checks for 1 hour. You can grow or shrink 1 ft and modify your Comeliness by +/- 5 points. Costs 1 vitality.
EnlargeM: You or a touched ally grow 1 size category (max size Large) for 5 minutes. A larger size doubles height, applies a -2 penalty to Reflex, a +2 bonus to damage rolls, a +5 bonus on Athletics checks, +3 wound points, +10 ft speed, a +5 bonus to resist Bull Rush, Grapple, and Trip attacks, a -5 penalty on Stealth checks, and a 8x weight increase. Costs 1 vitality.
Friendly Critter Form: This improves Critter Form so you can affect an adjacent ally rather than yourself. Costs 2 vitality.
Faux FaceM: Select 1 race of person other than your own. You enjoy a +20 bonus on Disguise checks for 4 hours + 1 hour per level to appear as a member of that race. You cannot look like anyone but you. Costs 1 vitality.
Faux Faced Ally: This improves Faux Face so you may affect an ally within 15 ft instead of yourself.
Formula Discoveries: Select 3 basic magic abilities for which you qualify from any class. When using Formula Book, you may select from among these abilities.
HealerM: An adjacent ally heals 1d4 wounds. Costs 1 vitality.
Identify concoction: You learn the name and primary effect of 1 touched potion, vial of poison or explosive device. The chance of success equals 70% + 1% per level (max 90%).
Improvise: Up to 5x/day, you may ignore the class’s special requirement for an artificer’s lab or components.
Irritant: An adjacent creature suffers 1d2 wound damage and is blinded for 1 round. Fortitude resists. Costs 1 vitality.
Poison Mastery: Apply a +5 bonus on Appraise, Craft, and Heal checks to identify, brew or neutralize poison.
Poison Use: You never risk accidentally poisoning yourself when applying poison to a weapon, and you may apply poison as a move action.
ReduceM: You or a touched ally shrink 1 size category for 5 minutes. The smaller size halves height, grants a +2 bonus to Reflex, a -1 penalty to damage rolls, a -5 penalty on Athletics checks, a -3 penalty to maximum normal wound points, a +5 bonus on Stealth checks, -10 ft speed, and a 7/8ths weight reduction. Costs 1 vitality.
Resist EnergyM: For 5 minutes, you or a touched ally enjoy +10 DR against 1 energy type, or a +2 bonus versus all energy types. Costs 1 vitality.
Resist Poison: You enjoy a +5 bonus on saves to resist damage caused by poison.
RuinM: You permanently ruin an adjacent nonmagical item (max pounds = 4 + 1/level). It becomes confetti, dead flowers or such. An attended object’s owner resists using Reflex. Costs 1 vitality.
Transmutist: Boost Arcana and Disguise checks by +5.
Spell Secret: You learn 1 basic magic ability for which you quality of any class. Requires Alchemist Skills.
Stealthwise: Boost Disguise, Stealth, and Trick checks by +3.
Variant Bomb: This improves Bomb to deliver an energy type of your choice when you spend a move action that same round.


Intermediate Abilities
Alchemists select from the following intermediate abilities.
Blinding Bomb: This improves Bomb to blind affected creatures for 1d4 rounds.
Boosted Bomb: This improves Bomb to inflict 1d6 damage per level (max 10d6). Costs 1 vial of blast powder per d6 damage.
Dazing Bomb: As a move action, your next use of Bomb dazes targets for 1 round in addition to other effects. Fortitude resists.
DissemblanceM: This improves Disguise Ally such that you can affect any creature within 30 ft. Will resists if the target is unwilling. Costs 2 vitality.
EvaporateM: You cause a 10-ft cube/level of mundane liquid, or 1 vial/level worth of magic liquid, to evaporate. Anything living or solid within the liquid is not transmuted. Costs 2 vitality.
Fast Potion: You may drink a potion as a move action. Requires Brew Potion and Hustle.
GoldStoneM: Once daily you focus as a move action and select any 1 ability of your race or 1 alchemist magic ability of a tier you can access except paragon tier. You can and must immediately use the ability or you lose it. You must be an alchemist to use this ability. Costs 5 gp.
HardenM: You boost DR by +5 for 2 minutes for an adjacent nonliving object such as a suit of armor weighing up to 250 pounds or a 5-ft square of a hull, wall or other surface. Costs 2 vitality.
Quick Flask: Up to 3x/day resolve your use of Bomb or drinking a potion as a move action. Requires Dexterity 15+.
ReshapeM: You change an unattended adjacent mundane object up to 10 pounds and 100 gp in value into a different object of ½ to 2x weight and equal or less value. Lasts 1 hour. Costs 1 sp and 2 vitality.
SoftenM: As Harden but modify DR by -5. Reflex resists for attended objects.
Stone ShapeM: You mold adjacent stone into new shapes. You affect up to 10 cubic ft + 1 cubic ft per level. You can form rocks into a stone bridge, warp a pillar to make it fall, form a hole in a wall, or so forth. Costs 2 vitality.
Tiny Ally: This improves Tiny Form such that you can affect an allied animal or person within 15 ft instead of yourself.
Tiny FormM: You can reduce yourself to size Tiny for 2 minutes. In this form, you have 2 wound points, a +20 bonus on Stealth checks, a +10 bonus on Reflex, a -5 penalty on damage rolls, a -20 penalty on Athletics checks, -20 ft speed, and a 98% weight reduction. Costs 2 vitality.
Wild ShapeM: For up to 5 minutes you become a Tiny or Small animal. You gain a burrow, climb, fly or swim speed of 30 ft, or a land speed of 60 ft (choose 1 option relevant to the animal form) and you enjoy a +3 bonus on Endurance, Perception, and Stealth checks. You radiate faint magic. You cannot make attack rolls in this form. You can return to your normal form as a move action. Requires Alchemist Skills. Costs 2 vitality.
Wild Shaped Ally: This improves Wild Shape such that you may target an adjacent ally. Costs 5 vitality.


Advanced Abilities
Alchemists select from the following advanced abilities.
Brew MutagenC: When using Brew Potion, you can place an advanced tier ability for 750 gp and 4 hours work if you have a piece of the creature that will be subject to the potion.
Deliquefy: This improves Liquefy so that you may harden the liquid back to solid as a standard action. Those in the area are unable to move from their space and are staggered until they are freed after 5 minutes of digging by allies. Reflex resists. Costs 5 vitality.
EncageC: A Tiny creature’s size cannot change when you place it in a special 1-ft-cube fine-wired iron cage (15 pounds, 350 gp).
Fast Healing: You always stabilize. Also, each round at the end of your turn while affected by any of your own ongoing alchemist magic abilities, you automatically heal 1 wound point. This occurs even if you are unconscious but not dead. Requires Anatomy Studies.
Formula Fount: This improves Formula Book to allow you to also prepare 1 advanced or 2 intermediate abilities as well.
Greater Bomb: This improves Boosted Bomb to deliver a maximum of 20d6 damage to a 30-ft-radius volume.
Improvise Potions: When using Brew Potion, you can try to place a basic magic ability for which you qualify drawn from any class. The chance of success equals 70% + 1% per level. If you fail, you still pay the craft cost and must restart. Requires Alchemist Skills.
Lasting Reshape: This improves Reshape to be permanent. Costs 2 gp and 5 vitality.
Lasting Wild Shape: This improves Wild Shape to last 4 hours + 1 hour per level. Costs 5 vitality.
Liquefy: You cause a single 10-ft cube/level of mundane unworked solid matter—or 1-ft cube/level of magical unworked solid matter or mundane worked solid material—within 60 ft to become an equal volume of muddy liquid. If used to ruin a ceiling, those in the area suffer 1d6 bludgeoning damage per 2 levels and are reduced to ½ speed in the liquid, with Reflex resisting for ½ damage. Requires you know Evaporate and Soften. Costs 5 vitality.
PolymorphM: For 2 minutes, you acquire the appearance and statistics of any creature (without class levels) with a level up to ½ your own. You retain your Intelligence, alignment, vitality points, and magic abilities. You can end the effect as a swift action and regain 1d4 wounds when doing so. If you fall unconscious or die, you return to your normal form. Costs 10 vitality.
Polymorph OtherM: This improves Polymorph such that you can affect an adjacent ally instead of yourself. Costs 5 vitality.
PoisonM: As a move action, you poison 1 weapon or cup of liquid in your possession. When a creature is struck by the weapon or ingests the liquid, it instantly suffers 1d10 vile wound damage with a 50% chance to suffer an additional 1d10 vile wound damage 5 minutes later. Unused poison dissipates after 5 minutes. Costs 5 vitality.
SimulacrumC: You grow a replicant townie (page 269) or a duplicate of a living creature with 5 Intelligence or less from a vial of its fresh blood. For each level of the simulacrum, creation takes 1 week and costs 1,000 gp. The process fails if its level exceeds yours. It starts with no memories, follows your verbal commands, and gains free will if you die.
StoneskinM: You enjoy DR 10 for 2 minutes or until the spell blocks 10 points of damage per level, whichever comes first. Requires Harden. Costs 5 vitality.
Tiny Foe: This improves Tiny Ally to affect an unwilling animal or person within 15 ft. Will resists. Costs 5 vitality.


Paragon Abilities
Alchemists select from the following paragon abilities.
Animal ShapesM: This improves Wild Shape to affect you and up to 8 touched allies. Costs 2 vitality + 2 per ally.
Baleful PolymorphM: A target within 30 ft turns into a harmless Tiny animal. It uses the animal’s statistics except it retains its Intelligence, alignment, saves, and vitality. On its next turn, you assault its Will. If it resists, it returns to normal. If it fails, it remains in animal form for 24 hours before you try a final attack. If you beat its Will again, it permanently acquires the form and only you, or a Miracle or Wish, can end the effect. Costs 10 vitality.
CloneC: This improves Simulacrum. You may duplicate any living creature and the result starts with the donor creature’s memories.
Huge Ally: This improves Huge Form such that you can affect an ally within 120 ft instead of yourself.
Huge SizeM: For 5 minutes, you grow to size Huge for 5x normal height, a -5 penalty to Reflex, a +5 bonus on damage rolls, a +10 bonus on Athletics checks, +10 wound points, +20 ft speed, a 15-ft reach, a +10 bonus to resist Bull Rush, Grapple, and Trip attacks, a -10 penalty on Stealth checks, an effective Strength of 25, and a 64x weight increase (Ex. 160 pounds becomes 10 tons).
Metamorphosis: This makes Polymorph Other permanent, though the new form’s level equals the old form’s level minus 1. Will resists if unwilling. Only Miracle or Wish ends the effect.
Polymorph Any Object: This improves Reshape to affect up to 2 tons and 2,000 gp in value within 30 ft. Costs 10 vitality.
Sublimate: This improves Evaporate to affect solid material instead. Costs 10 vitality + 2 vitality per 10 cubic ft (max 20 vitality).
 


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