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<blockquote data-quote="Obly99" data-source="post: 9369809" data-attributes="member: 7035194"><p>A revisited and fixed version of the <a href="https://www.necromancers-online.com/articles/BestinClass/2016/20160524.html" target="_blank">Distiller of Identities</a> archetype of the Necromancer of the Northwest</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Distiller of Identities (Vigilante Archetype based on Doctor Jekyll-Mr Hyde)</span></strong></p><p></p><p><strong>Alters</strong> weapon and armor proficiency, dual identity; <strong>Replaces</strong> vigilante specialization, unshakable, vigilante talents of 4th, 10th, and 16th levels, startling appearance, frightening appearance, stunning appearance, vengeance strike</p><p></p><p>For some vigilantes, simply putting on a mask is not enough to unlock their secret identities. They must instead use alchemical means to unlock their hidden potential, transforming themselves into someone else entirely.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> A distiller of identities is proficient with all simple weapons and one martial weapon of their choice, with the combat syringe (see the end of the class), light armor, medium armor, and shields (except tower shields).</p><p>This alters the vigilante weapon and armor proficiency.</p><p></p><p><strong>Genius Vigilante:</strong> A distiller of identities use his Intelligence instead of his Charisma for any vigilante ability, such as the save DCs of his vigilante talents or the bonus spells, spell save DCs, and spell effects of spellcasting or alchemy and other abilities gained from vigilante archetypes.</p><p></p><p><strong>Alchemy (Su):</strong> A distiller of identities gains Brew Potion as a bonus feat and the alchemy class feature of an alchemist, using his vigilante level as his alchemist level. Unlike a normal alchemist, this ability give a distiller of identities a caster level equal to his vigilante level. Finally, he can brew potions without meeting the prerequisites for their creation, but the DC increases by 10 for each prerequisite he does not meet, rather than the normal +5.</p><p>This replaces the 4th–, 10th–, and 16th–level vigilante talents, startling appearance, frightening appearance, and stunning appearance.</p><p></p><p><strong>Alchemical Transformation (Ex):</strong> A distiller of identities is capable of brewing a special elixir that unlocks a hidden aspect of his personality, transforming him both physically and mentally into a separate identity. Similar to a standard vigilante, the distiller of identities has two identities: a polite member of society, and a wild and ruthless maniac. Each identity has its own name and physical appearance, and those that are familiar with one cannot necessarily recognize the other, even if he does not strictly disguise himself. Knowledge checks about one identity also do not reveal information about the other, unless the distiller of identities’ true identity is revealed to the world at large. These identities are referred to in short as social and maniac.</p><p></p><p>The distiller of identities’ maniac identity must be either chaotic or evil, and cannot be lawful. Unlike a standard vigilante, the distiller of identities’ alignments do not need to be within one step of each other on either alignment axis, and for the purposes of meeting qualifications for feats, classes, or any other abilities, he is eligible if either of his alignments meet the requirements, but if one of his alignments is not eligible, he loses any benefits of things he no longer qualifies for while in that identity, exactly as though his alignment had changed to no longer be eligible. Also unlike a standard vigilante, if he is the target of an effect that would change his alignment, it changes only the alignment of his current identity.</p><p></p><p>The distiller of identities begins each day in his social identity. In order to transform to his maniac identity, he must drink a special elixir (a standard action). Once the elixir is consumed, he undergoes a painful and debilitating transformation process, which leaves him nauseated on his next turn. At the beginning of his next turn after that, he finishes his transformation, shifting into his maniac identity, and is able to act normally. While in his maniac identity, the distiller of identities gains a +4 alchemical bonus to a single physical ability score of his choice (Strength, Dexterity, or Constitution), and suffers a –2 penalty to one mental ability scores of his choice (Intelligence, Wisdom, or Charisma). He can choose different ability scores each day when he prepare his elixirs. His natural armor bonus to AC also gains a +1 alchemical bonus while in his maniac identity, and this bonus increases by an additional 1 at 4th level and every 3 levels thereafter (to a maximum of +7 at 19th level), this bonus does not stack with the natural armor given by the mutagen of an alchemist. At 12th level, the distiller of identities elixir grants a +6 alchemical bonus to one physical ability score of his choice, and a +4 alchemical bonus to a second physical ability score of his choice, and a –2 penalty on two mental ability scores of his choice. At 17th level, the distiller of identities elixir grants a +8 alchemical bonus to one physical ability score of his choice of his choice, a +6 alchemical bonus to a second physical ability score of his choice, and a +4 alchemical bonus to a third physical ability score of his choice, and a –2 penalty on all his mental ability scores. Finally, while in his maniac identity, the distiller of identities gains the sneak attack class feature of the rogue. He deals 1d6 points of sneak attack damage at 1st level, and this damage increases by 1d6 at 4th level and every 3 levels thereafter (to a maximum of 7d6 at 19th level). If a distiller of identities gets a sneak attack bonus from another source, the bonuses on damage stack while in maniac identity.</p><p></p><p>The distiller of identities remains in maniac form for a number of hours equal to his Intelligence modifier before drinking the elixir (minimum 1). A creature under the effect of a transformative elixir can return to his normal state in advance if he consume a new transformative elixir. He can create a number of these elixirs each day equal to ½ his class level + his Intelligence modifier (minimum of 1 per day). No matter how many he creates, they take 10 minutes to create, and become inert after 24 hours. A distiller of identities’ elixir is attuned specially to his mental and physical particulars, and has no effect on other creatures (but see the shared transformation social talent).</p><p></p><p>A distiller of identities forced against his will to consume one of his transformative elixir can make a Will save (DC 10 + ½ the distiller of identities’ class level + the distiller of identities’ Intelligence modifier) to negate the transformation effect.</p><p></p><p>A distiller of identities who has levels in class with alignment prerequisites, like paladins or clerics, who “fall” or has some other form of negative class-related implication tied to his alignment do not fall permanently, though he may lose access to class features as if he did. As an example: a distiller of identities with level in the paladin class who is no longer LG in maniac identity lose access to all his class features from the paladin class (other than weapon proficiencies) while in maniac identity. If the distiller of identities has an alignment based-subtype (like devils, angels, etc), when entering his maniac identity the alignment subtype change to match the new alignment (an angel distiller of identities LG with a maniac identity CE replace the good subtype with the evil).</p><p></p><p>A distiller of identities’ maniac identity is treated as a standard vigilante’s vigilante identity for the purposes of using vigilante talents, and the seamless guise class feature applies to his maniac identity instead of his vigilante identity.</p><p></p><p>A distiller of identities cannot take the any guise, everyman, guise of life, guise of unlife, immediate change, many guises, or quick change social talents.</p><p></p><p>A distiller of identities counts as having the stalker specialization for the purposes of qualifying for vigilante talents and feats (he treat his sneak attack as his hidden strike for vigilante talents that interacts with hidden strike). When a talent specify “reduced hidden strike damage”, like the foe collision and twisting fear talents (or a failed Acrobatics check for the up close and personal talent), the distiller of identities instead deals damage equal to his class level.</p><p></p><p>A transformative elixir is not a mind-affecting nor a polymorph effect.</p><p></p><p>A transformative elixir can be placed inside a combat syringe (see the end of the class) as if it was a poison, but has several limitations:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">only one type of transformative elixir can be presented at a time (base, modified with <em>a simple face among the people,</em> modified with <em>shared transformation,</em> or modified with <em>targeted transformation</em>) and all of them must come from the same distiller of identities, otherwise they combine into an alchemical mess, becoming a disgusting smelling liquid, but inert and harmless if inoculated (all elixirs all lost).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The base and modified with <em>a simple face among the people</em>/<em>targeted transformation</em> has only effect if injected inside the distiller of identities, and if unwilling he gets a Will save (DC 10 + ½ the distiller of identities’ class level + the distiller of identities’ Intelligence modifier) to negate this effect.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The modified with <em>shared transformation</em> has only effect if injected inside the chosen character, and if unwilling he gets a Will save (DC 10 + ½ the distiller of identities’ class level + the distiller of identities’ Intelligence modifier) to negate this effect.</p> </li> </ul><p>This ability alters the dual identity class feature and replace the vigilante specialization class feature.</p><p></p><p><strong>Social Talents:</strong> A distiller of identities can select from the following social talents, in addition to general social talents.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>A Simple Face Among the People (Ex):</em> The distiller of identities can create versions of his transformative elixir that allow him to transform into a mundane guise, rather than his maniac identity. Each elixir created in this way counts against his daily number of elixirs he can create. Whenever he consume this elixir, he transform into a mundane identity. The transformation process is the same, but the distiller of identities does not gain the ability score adjustments, natural armor bonus, or sneak attack that the maniac identity gains. The mundane identity is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane identity, the distiller of identities does not gain the benefit of either his social or maniac identity, but instead appears as a member of his race, usually a common laborer, farmer, or peasant of any gender. His alignment is treated as True Neutral when he is in his mundane identity. While in this identity, he receives a +20 circumstance bonus on Disguise checks to appear like an ordinary member of his race. Spells and abilities that are looking for the distiller of identities in either of his other identities fail while he is in his mundane identity. While he can use magic (such as a <em>hat of disguise</em>), his mundane identity can never be anything other than an ordinary member of a society or large group (subject to GM discretion). This functions identically to the any guise vigilante talent except that the distiller of identities does not need to build the appearance for this mundane identity using clothing and tools (but he can be betrayed by his clothing if he does not change them).<br /> The distiller of identities must be at least 6th level to select this talent.</p> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Medical Expert (Ex):</em> The distiller of identities gains skill unlock in the Heal skill and may use his Craft (alchemy) skill bonus in place of his Heal skill bonus (including his ranks in it for gaining the benefits of skill unlock and meeting prerequisites that require a number of ranks in Heal, like the Incredible Healer feat). The distiller of identities always count as having a healer’s kit with him and from which he can spend uses. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a distiller of identities.</p> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Shared Transformation (Ex):</em> The distiller of identities can create versions of his transformative elixir that function for other characters. Each elixir created in this way counts against his daily number of elixirs he can create, and only works for a single creature, which the distiller of identities must declare at the time the elixir is created, and cannot later be changed. The distiller of identities must either have intimate knowledge of the creature’s physical and mental specifics (which he can gain by interacting with the individual for at least 10 minutes), or he must have a physical piece of the creature (such as a lock of hair, a fingernail, etc.). If the creature consumes the elixir, he undergoes a transformation into a maniac identity, similar to the one the distiller of identities can change into. The creature can make a Will save (DC 10 + ½ the distiller of identities’ class level + the distiller of identities’ Intelligence modifier) to negate this effect. The transformation process is the same, but the creature does not gain the ability score adjustments, natural armor bonus, vigilant talents, or sneak attack that the distiller of identities gains. The creature’s maniac identity has an alignment that is the opposite of the creature’s normal alignment in the Chaos-Law and Evil-Good axis (a LE vampire become CG; a True Neutral character maniac identity is randomized between the other 8 non-True Neutral alignments, and it is fixed after the first time). If the creature already has a maniac identity (whether because he is a distiller of identities himself, or because he has been the target of this ability before), he transforms into that maniac identity, instead (if he is a distiller of identities, he gains his normal ability score adjustments, natural armor, and sneak attack). A creature under the effect of a shared transformation can return to his normal state in advance if he consume a new shared transformation elixir created for him. Characters, like paladins or clerics, who “fall” or have some other form of negative class-related implication tied to their alignment do not fall permanently, though they may lose access to class features as if they did. As an example: paladins lose access to all their class features (other than weapon proficiencies), clerics may lose access to class features and their spellcasting if moved away from their deities alignment, classes that cannot cast spells that oppose their alignment may find themselves unable to cast some of the spells on their spell lists, and there may be other roleplaying implications of this. Creatures with an alignment based-subtype (devils, angels, etc) who fail the Will save against this are afflicted with a terrible sense of inner turmoil that rocks them to their very core. While their alignment opposes their subtype (a good devil, an evil angel, etc) the creature is sickened. Starting at 12th level, the creature is no longer sickened and even the alignment subtype change as long the creature is under shared transformation. Even after this ability terminate, a little seed of the new alignment remain inside the creature (even an extraplanar outsider or undead). Given time, a character may be able to convert the creature from its ways and help it find a new path beyond its usual alignment, although the GM should adjudicate the time and potential success of such an endeavor. Creatures with animal intelligence (2 or less) or mindless are immune to shared transformation.<br /> The distiller of identities must be at least 7th level to select this talent.</p> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Targeted Transformation (Ex):</em> The distiller of identities can incorporate a piece of an individual (such as a lock of hair, a fingernail, or a few drops of blood) into one of his elixirs, allowing him to transform into that person, rather than his maniac identity. The transformation process is the same, but the creature does not gain the ability score adjustments, natural armor bonus, or sneak attack that the maniac identity gains. Each elixir created in this way counts against his daily number of elixirs he can create. While disguised as this individual, the distiller of identities gains the individual alignment (instead of the usual of his maniac identity) and receives a +20 circumstance bonus on Disguise checks to appear as that individual. Any spell or ability designed to locate the individual has a 50% chance of finding the distiller of identities instead of the actual individual, and divination spells and abilities used on the distiller of identities give results as if he were the actual individual. If the actual individual wouldn’t normally be able to be found via magic (such as by being dead or protected from divinations designed to locate the individual), such divinations always find the distiller of identities instead. Although this doesn’t grant the distiller of identities any special knowledge of the individual, the vigilante’s training grants him a +10 circumstance bonus on Bluff checks to properly play the part of the individual. Other than requiring that he have a physical piece of the person whose identity he wants to adopt, this functions identically to the everyman vigilante talent, although it does not have that talent’s prerequisites.<br /> The distiller of identities must be at least 11th level to select this talent.</p> </li> </ul><p></p><p></p><p></p><p><strong>Vigilante Talents:</strong> A distiller of identities can select from the following vigilante talents, in addition to general vigilante talents.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Alchemist Discovery (Ex):</em> The distiller of identities can select one of the following alchemist discoveries as a vigilante talent: alchemical simulacrum, alchemical zombie, combine extracts, concentrate poison, dilution, doppelganger simulacrum, enhance potion, extend potion, greater alchemical simulacrum, infusion, poison conversion, tentacle, or vestigial arm. The distiller of identities count his vigilante level as his alchemist level for meet this discoveries prerequisites and calculate any variable bonus (if any). All other alchemist discoveries gained in this way can be used safely in either identity, but in the case of the tentacle and vestigial arm discoveries, these function only when the distiller of identities is in his maniac identity. The distiller of identities can use alchemical simulacrum (and other discoveries that require it) and alchemical zombie in his social identity, but doing so risks revealing his secret identity, like a normal vigilante talent.</p> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Brute (Ex):</em> The distiller of identities under the effect of his base transformative elixir gains the benefit of an extraordinary <em>enlarge person</em> effect as long the effect of the elixir last, even if the distiller of identities is not humanoid.<br /> The distiller of identities must be at least 12th level to select this talent.</p> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Heavy Punches (Ex):</em> The distiller of identities eschews civilized combat and prefers to wade into a fight with his fists swinging. While in his maniac identity, the distiller of identities’s gains Improved Unarmed Strike as a bonus feat and his unarmed strikes deal damage as if he were a monk of his size and vigilante level. If he has levels in other classes that provide monk advancement for unarmed strike damage, his vigilante level stacks with those levels whenever he is in his maniac identity.</p> </li> </ul><p></p><p></p><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Investigator Talent (Ex):</em> The distiller of identities can select either of the following investigator talents as a vigilante talent: item lore or perceptive tracking. The distiller of identities count his vigilante level as his investigator level for meet this talents prerequisites and calculate any variable bonus (if any). Either of these talents can be used safely in either identity without risk of revealing his secret identity.</p> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Scale Surroundings (Ex):</em> Instead of letting physical barriers stop him, the distiller of identities can simply climb over them. He gains a climb speed of 30 feet when he is in his maniac identity.<br /> The distiller of identities must be at least 6th level to select this talent.</p> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Total Destruction (Ex):</em> The distiller of identities is adept at rampaging through an area, throwing whatever is available at his opponents. While in his maniac identity, the distiller of identities gains Catch Off-Guard, Improvised Weapon Mastery, and Throw Anything as a bonus feats without the need to meet their prerequisites.<br /> The distiller of identities must be at least 8th level to select this talent.</p> </li> </ul><p></p><p><strong>Poison Lore (Ex):</strong> Beginning at 3rd level, a distiller of identities gains a deep understanding and appreciation for poisons. He cannot accidentally poison himself when applying poison to a weapon. If he spends 1 minute physically examining the poison, he can attempt a Craft (alchemy) check to identify any natural or magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The distiller of identities has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.</p><p>This replaces the unshakable class feature.</p><p></p><p></p><p><strong>Master Alchemist (Su):</strong> At 20th level, the distiller of identities gains one grand discovery of the alchemist of which he meets the prerequisites. The distiller of identities count his vigilante level as his alchemist level for meet this grand discovery prerequisites and calculate any variable bonus (if any).</p><p>This replaces vengeance strike.</p><p></p><p><strong>Combat Syringe</strong></p><p><strong></strong></p><p><strong>Cost</strong> 10 gp <strong>Weight</strong> 1 lb.</p><p></p><p><strong>Damage</strong> 1d2 (small), 1d3 (medium) <strong>Critical</strong> x4 <strong>Type</strong> piercing</p><p></p><p><strong>Category</strong> light <strong>Proficiency</strong> exotic</p><p></p><p><strong>Weapon Groups</strong> light blades, tribal</p><p></p><p>Nearly five times the weight of a standard syringe, a combat syringe is designed to hold up to the rigors of battle. A long steel needle is attached to a thick glass tube, which is in turn fitted with a plunger on a steel rod. A combat syringe can hold up to three doses of poison, though the seal on the plunger is typically insufficient to contain gaseous poisons, such as most inhaled poisons. Any other type of poison may be delivered through a combat syringe however, including ingested poisons. On a successful hit with a combat syringe, the wielder may choose to release a single dose of the poison within, though the attack must deal at least one point of damage to the struck creature to pierce its flesh and release the poison. Only one kind of poison may be held in a combat syringe at one time; mixing multiple poisons ruins all of the poisons involved.</p><p></p><p>A combat syringe may be refilled with poison by spending up to three consecutive full-round actions, one for each dose of poison to be added. Every full-round provoke attack of opportunity. If a character have the swift poisoning class feature, he can refill one dose with a swift action without provoking attack of opportunity, 2 doses with a move action without provoking attack of opportunity, or 3 doses with a standard action without provoking attack of opportunity.</p><p></p><p><a href="https://yaibik.tumblr.com/image/616071933871685632" target="_blank">Link Image</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 9369809, member: 7035194"] A revisited and fixed version of the [URL='https://www.necromancers-online.com/articles/BestinClass/2016/20160524.html']Distiller of Identities[/URL] archetype of the Necromancer of the Northwest [CENTER][B][SIZE=7]Distiller of Identities (Vigilante Archetype based on Doctor Jekyll-Mr Hyde)[/SIZE][/B][/CENTER] [B]Alters[/B] weapon and armor proficiency, dual identity; [B]Replaces[/B] vigilante specialization, unshakable, vigilante talents of 4th, 10th, and 16th levels, startling appearance, frightening appearance, stunning appearance, vengeance strike For some vigilantes, simply putting on a mask is not enough to unlock their secret identities. They must instead use alchemical means to unlock their hidden potential, transforming themselves into someone else entirely. [B]Weapon and Armor Proficiency:[/B] A distiller of identities is proficient with all simple weapons and one martial weapon of their choice, with the combat syringe (see the end of the class), light armor, medium armor, and shields (except tower shields). This alters the vigilante weapon and armor proficiency. [B]Genius Vigilante:[/B] A distiller of identities use his Intelligence instead of his Charisma for any vigilante ability, such as the save DCs of his vigilante talents or the bonus spells, spell save DCs, and spell effects of spellcasting or alchemy and other abilities gained from vigilante archetypes. [B]Alchemy (Su):[/B] A distiller of identities gains Brew Potion as a bonus feat and the alchemy class feature of an alchemist, using his vigilante level as his alchemist level. Unlike a normal alchemist, this ability give a distiller of identities a caster level equal to his vigilante level. Finally, he can brew potions without meeting the prerequisites for their creation, but the DC increases by 10 for each prerequisite he does not meet, rather than the normal +5. This replaces the 4th–, 10th–, and 16th–level vigilante talents, startling appearance, frightening appearance, and stunning appearance. [B]Alchemical Transformation (Ex):[/B] A distiller of identities is capable of brewing a special elixir that unlocks a hidden aspect of his personality, transforming him both physically and mentally into a separate identity. Similar to a standard vigilante, the distiller of identities has two identities: a polite member of society, and a wild and ruthless maniac. Each identity has its own name and physical appearance, and those that are familiar with one cannot necessarily recognize the other, even if he does not strictly disguise himself. Knowledge checks about one identity also do not reveal information about the other, unless the distiller of identities’ true identity is revealed to the world at large. These identities are referred to in short as social and maniac. The distiller of identities’ maniac identity must be either chaotic or evil, and cannot be lawful. Unlike a standard vigilante, the distiller of identities’ alignments do not need to be within one step of each other on either alignment axis, and for the purposes of meeting qualifications for feats, classes, or any other abilities, he is eligible if either of his alignments meet the requirements, but if one of his alignments is not eligible, he loses any benefits of things he no longer qualifies for while in that identity, exactly as though his alignment had changed to no longer be eligible. Also unlike a standard vigilante, if he is the target of an effect that would change his alignment, it changes only the alignment of his current identity. The distiller of identities begins each day in his social identity. In order to transform to his maniac identity, he must drink a special elixir (a standard action). Once the elixir is consumed, he undergoes a painful and debilitating transformation process, which leaves him nauseated on his next turn. At the beginning of his next turn after that, he finishes his transformation, shifting into his maniac identity, and is able to act normally. While in his maniac identity, the distiller of identities gains a +4 alchemical bonus to a single physical ability score of his choice (Strength, Dexterity, or Constitution), and suffers a –2 penalty to one mental ability scores of his choice (Intelligence, Wisdom, or Charisma). He can choose different ability scores each day when he prepare his elixirs. His natural armor bonus to AC also gains a +1 alchemical bonus while in his maniac identity, and this bonus increases by an additional 1 at 4th level and every 3 levels thereafter (to a maximum of +7 at 19th level), this bonus does not stack with the natural armor given by the mutagen of an alchemist. At 12th level, the distiller of identities elixir grants a +6 alchemical bonus to one physical ability score of his choice, and a +4 alchemical bonus to a second physical ability score of his choice, and a –2 penalty on two mental ability scores of his choice. At 17th level, the distiller of identities elixir grants a +8 alchemical bonus to one physical ability score of his choice of his choice, a +6 alchemical bonus to a second physical ability score of his choice, and a +4 alchemical bonus to a third physical ability score of his choice, and a –2 penalty on all his mental ability scores. Finally, while in his maniac identity, the distiller of identities gains the sneak attack class feature of the rogue. He deals 1d6 points of sneak attack damage at 1st level, and this damage increases by 1d6 at 4th level and every 3 levels thereafter (to a maximum of 7d6 at 19th level). If a distiller of identities gets a sneak attack bonus from another source, the bonuses on damage stack while in maniac identity. The distiller of identities remains in maniac form for a number of hours equal to his Intelligence modifier before drinking the elixir (minimum 1). A creature under the effect of a transformative elixir can return to his normal state in advance if he consume a new transformative elixir. He can create a number of these elixirs each day equal to ½ his class level + his Intelligence modifier (minimum of 1 per day). No matter how many he creates, they take 10 minutes to create, and become inert after 24 hours. A distiller of identities’ elixir is attuned specially to his mental and physical particulars, and has no effect on other creatures (but see the shared transformation social talent). A distiller of identities forced against his will to consume one of his transformative elixir can make a Will save (DC 10 + ½ the distiller of identities’ class level + the distiller of identities’ Intelligence modifier) to negate the transformation effect. A distiller of identities who has levels in class with alignment prerequisites, like paladins or clerics, who “fall” or has some other form of negative class-related implication tied to his alignment do not fall permanently, though he may lose access to class features as if he did. As an example: a distiller of identities with level in the paladin class who is no longer LG in maniac identity lose access to all his class features from the paladin class (other than weapon proficiencies) while in maniac identity. If the distiller of identities has an alignment based-subtype (like devils, angels, etc), when entering his maniac identity the alignment subtype change to match the new alignment (an angel distiller of identities LG with a maniac identity CE replace the good subtype with the evil). A distiller of identities’ maniac identity is treated as a standard vigilante’s vigilante identity for the purposes of using vigilante talents, and the seamless guise class feature applies to his maniac identity instead of his vigilante identity. A distiller of identities cannot take the any guise, everyman, guise of life, guise of unlife, immediate change, many guises, or quick change social talents. A distiller of identities counts as having the stalker specialization for the purposes of qualifying for vigilante talents and feats (he treat his sneak attack as his hidden strike for vigilante talents that interacts with hidden strike). When a talent specify “reduced hidden strike damage”, like the foe collision and twisting fear talents (or a failed Acrobatics check for the up close and personal talent), the distiller of identities instead deals damage equal to his class level. A transformative elixir is not a mind-affecting nor a polymorph effect. A transformative elixir can be placed inside a combat syringe (see the end of the class) as if it was a poison, but has several limitations: [LIST] [*][LEFT]only one type of transformative elixir can be presented at a time (base, modified with [I]a simple face among the people,[/I] modified with [I]shared transformation,[/I] or modified with [I]targeted transformation[/I]) and all of them must come from the same distiller of identities, otherwise they combine into an alchemical mess, becoming a disgusting smelling liquid, but inert and harmless if inoculated (all elixirs all lost).[/LEFT] [*][LEFT]The base and modified with [I]a simple face among the people[/I]/[I]targeted transformation[/I] has only effect if injected inside the distiller of identities, and if unwilling he gets a Will save (DC 10 + ½ the distiller of identities’ class level + the distiller of identities’ Intelligence modifier) to negate this effect.[/LEFT] [*][LEFT]The modified with [I]shared transformation[/I] has only effect if injected inside the chosen character, and if unwilling he gets a Will save (DC 10 + ½ the distiller of identities’ class level + the distiller of identities’ Intelligence modifier) to negate this effect.[/LEFT] [/LIST] This ability alters the dual identity class feature and replace the vigilante specialization class feature. [B]Social Talents:[/B] A distiller of identities can select from the following social talents, in addition to general social talents. [LIST] [*][LEFT][I]A Simple Face Among the People (Ex):[/I] The distiller of identities can create versions of his transformative elixir that allow him to transform into a mundane guise, rather than his maniac identity. Each elixir created in this way counts against his daily number of elixirs he can create. Whenever he consume this elixir, he transform into a mundane identity. The transformation process is the same, but the distiller of identities does not gain the ability score adjustments, natural armor bonus, or sneak attack that the maniac identity gains. The mundane identity is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane identity, the distiller of identities does not gain the benefit of either his social or maniac identity, but instead appears as a member of his race, usually a common laborer, farmer, or peasant of any gender. His alignment is treated as True Neutral when he is in his mundane identity. While in this identity, he receives a +20 circumstance bonus on Disguise checks to appear like an ordinary member of his race. Spells and abilities that are looking for the distiller of identities in either of his other identities fail while he is in his mundane identity. While he can use magic (such as a [I]hat of disguise[/I]), his mundane identity can never be anything other than an ordinary member of a society or large group (subject to GM discretion). This functions identically to the any guise vigilante talent except that the distiller of identities does not need to build the appearance for this mundane identity using clothing and tools (but he can be betrayed by his clothing if he does not change them). The distiller of identities must be at least 6th level to select this talent.[/LEFT] [/LIST] [LIST] [*][LEFT][I]Medical Expert (Ex):[/I] The distiller of identities gains skill unlock in the Heal skill and may use his Craft (alchemy) skill bonus in place of his Heal skill bonus (including his ranks in it for gaining the benefits of skill unlock and meeting prerequisites that require a number of ranks in Heal, like the Incredible Healer feat). The distiller of identities always count as having a healer’s kit with him and from which he can spend uses. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a distiller of identities.[/LEFT] [/LIST] [LIST] [*][LEFT][I]Shared Transformation (Ex):[/I] The distiller of identities can create versions of his transformative elixir that function for other characters. Each elixir created in this way counts against his daily number of elixirs he can create, and only works for a single creature, which the distiller of identities must declare at the time the elixir is created, and cannot later be changed. The distiller of identities must either have intimate knowledge of the creature’s physical and mental specifics (which he can gain by interacting with the individual for at least 10 minutes), or he must have a physical piece of the creature (such as a lock of hair, a fingernail, etc.). If the creature consumes the elixir, he undergoes a transformation into a maniac identity, similar to the one the distiller of identities can change into. The creature can make a Will save (DC 10 + ½ the distiller of identities’ class level + the distiller of identities’ Intelligence modifier) to negate this effect. The transformation process is the same, but the creature does not gain the ability score adjustments, natural armor bonus, vigilant talents, or sneak attack that the distiller of identities gains. The creature’s maniac identity has an alignment that is the opposite of the creature’s normal alignment in the Chaos-Law and Evil-Good axis (a LE vampire become CG; a True Neutral character maniac identity is randomized between the other 8 non-True Neutral alignments, and it is fixed after the first time). If the creature already has a maniac identity (whether because he is a distiller of identities himself, or because he has been the target of this ability before), he transforms into that maniac identity, instead (if he is a distiller of identities, he gains his normal ability score adjustments, natural armor, and sneak attack). A creature under the effect of a shared transformation can return to his normal state in advance if he consume a new shared transformation elixir created for him. Characters, like paladins or clerics, who “fall” or have some other form of negative class-related implication tied to their alignment do not fall permanently, though they may lose access to class features as if they did. As an example: paladins lose access to all their class features (other than weapon proficiencies), clerics may lose access to class features and their spellcasting if moved away from their deities alignment, classes that cannot cast spells that oppose their alignment may find themselves unable to cast some of the spells on their spell lists, and there may be other roleplaying implications of this. Creatures with an alignment based-subtype (devils, angels, etc) who fail the Will save against this are afflicted with a terrible sense of inner turmoil that rocks them to their very core. While their alignment opposes their subtype (a good devil, an evil angel, etc) the creature is sickened. Starting at 12th level, the creature is no longer sickened and even the alignment subtype change as long the creature is under shared transformation. Even after this ability terminate, a little seed of the new alignment remain inside the creature (even an extraplanar outsider or undead). Given time, a character may be able to convert the creature from its ways and help it find a new path beyond its usual alignment, although the GM should adjudicate the time and potential success of such an endeavor. Creatures with animal intelligence (2 or less) or mindless are immune to shared transformation. The distiller of identities must be at least 7th level to select this talent.[/LEFT] [/LIST] [LIST] [*][LEFT][I]Targeted Transformation (Ex):[/I] The distiller of identities can incorporate a piece of an individual (such as a lock of hair, a fingernail, or a few drops of blood) into one of his elixirs, allowing him to transform into that person, rather than his maniac identity. The transformation process is the same, but the creature does not gain the ability score adjustments, natural armor bonus, or sneak attack that the maniac identity gains. Each elixir created in this way counts against his daily number of elixirs he can create. While disguised as this individual, the distiller of identities gains the individual alignment (instead of the usual of his maniac identity) and receives a +20 circumstance bonus on Disguise checks to appear as that individual. Any spell or ability designed to locate the individual has a 50% chance of finding the distiller of identities instead of the actual individual, and divination spells and abilities used on the distiller of identities give results as if he were the actual individual. If the actual individual wouldn’t normally be able to be found via magic (such as by being dead or protected from divinations designed to locate the individual), such divinations always find the distiller of identities instead. Although this doesn’t grant the distiller of identities any special knowledge of the individual, the vigilante’s training grants him a +10 circumstance bonus on Bluff checks to properly play the part of the individual. Other than requiring that he have a physical piece of the person whose identity he wants to adopt, this functions identically to the everyman vigilante talent, although it does not have that talent’s prerequisites. The distiller of identities must be at least 11th level to select this talent.[/LEFT] [/LIST] [B]Vigilante Talents:[/B] A distiller of identities can select from the following vigilante talents, in addition to general vigilante talents. [LIST] [*][LEFT][I]Alchemist Discovery (Ex):[/I] The distiller of identities can select one of the following alchemist discoveries as a vigilante talent: alchemical simulacrum, alchemical zombie, combine extracts, concentrate poison, dilution, doppelganger simulacrum, enhance potion, extend potion, greater alchemical simulacrum, infusion, poison conversion, tentacle, or vestigial arm. The distiller of identities count his vigilante level as his alchemist level for meet this discoveries prerequisites and calculate any variable bonus (if any). All other alchemist discoveries gained in this way can be used safely in either identity, but in the case of the tentacle and vestigial arm discoveries, these function only when the distiller of identities is in his maniac identity. The distiller of identities can use alchemical simulacrum (and other discoveries that require it) and alchemical zombie in his social identity, but doing so risks revealing his secret identity, like a normal vigilante talent.[/LEFT] [/LIST] [LIST] [*][LEFT][I]Brute (Ex):[/I] The distiller of identities under the effect of his base transformative elixir gains the benefit of an extraordinary [I]enlarge person[/I] effect as long the effect of the elixir last, even if the distiller of identities is not humanoid. The distiller of identities must be at least 12th level to select this talent.[/LEFT] [/LIST] [LIST] [*][LEFT][I]Heavy Punches (Ex):[/I] The distiller of identities eschews civilized combat and prefers to wade into a fight with his fists swinging. While in his maniac identity, the distiller of identities’s gains Improved Unarmed Strike as a bonus feat and his unarmed strikes deal damage as if he were a monk of his size and vigilante level. If he has levels in other classes that provide monk advancement for unarmed strike damage, his vigilante level stacks with those levels whenever he is in his maniac identity.[/LEFT] [/LIST] [LIST] [*][LEFT][I]Investigator Talent (Ex):[/I] The distiller of identities can select either of the following investigator talents as a vigilante talent: item lore or perceptive tracking. The distiller of identities count his vigilante level as his investigator level for meet this talents prerequisites and calculate any variable bonus (if any). Either of these talents can be used safely in either identity without risk of revealing his secret identity.[/LEFT] [/LIST] [LIST] [*][LEFT][I]Scale Surroundings (Ex):[/I] Instead of letting physical barriers stop him, the distiller of identities can simply climb over them. He gains a climb speed of 30 feet when he is in his maniac identity. The distiller of identities must be at least 6th level to select this talent.[/LEFT] [/LIST] [LIST] [*][LEFT][I]Total Destruction (Ex):[/I] The distiller of identities is adept at rampaging through an area, throwing whatever is available at his opponents. While in his maniac identity, the distiller of identities gains Catch Off-Guard, Improvised Weapon Mastery, and Throw Anything as a bonus feats without the need to meet their prerequisites. The distiller of identities must be at least 8th level to select this talent.[/LEFT] [/LIST] [B]Poison Lore (Ex):[/B] Beginning at 3rd level, a distiller of identities gains a deep understanding and appreciation for poisons. He cannot accidentally poison himself when applying poison to a weapon. If he spends 1 minute physically examining the poison, he can attempt a Craft (alchemy) check to identify any natural or magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The distiller of identities has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison. This replaces the unshakable class feature. [B]Master Alchemist (Su):[/B] At 20th level, the distiller of identities gains one grand discovery of the alchemist of which he meets the prerequisites. The distiller of identities count his vigilante level as his alchemist level for meet this grand discovery prerequisites and calculate any variable bonus (if any). This replaces vengeance strike. [B]Combat Syringe Cost[/B] 10 gp [B]Weight[/B] 1 lb. [B]Damage[/B] 1d2 (small), 1d3 (medium) [B]Critical[/B] x4 [B]Type[/B] piercing [B]Category[/B] light [B]Proficiency[/B] exotic [B]Weapon Groups[/B] light blades, tribal Nearly five times the weight of a standard syringe, a combat syringe is designed to hold up to the rigors of battle. A long steel needle is attached to a thick glass tube, which is in turn fitted with a plunger on a steel rod. A combat syringe can hold up to three doses of poison, though the seal on the plunger is typically insufficient to contain gaseous poisons, such as most inhaled poisons. Any other type of poison may be delivered through a combat syringe however, including ingested poisons. On a successful hit with a combat syringe, the wielder may choose to release a single dose of the poison within, though the attack must deal at least one point of damage to the struck creature to pierce its flesh and release the poison. Only one kind of poison may be held in a combat syringe at one time; mixing multiple poisons ruins all of the poisons involved. A combat syringe may be refilled with poison by spending up to three consecutive full-round actions, one for each dose of poison to be added. Every full-round provoke attack of opportunity. If a character have the swift poisoning class feature, he can refill one dose with a swift action without provoking attack of opportunity, 2 doses with a move action without provoking attack of opportunity, or 3 doses with a standard action without provoking attack of opportunity. [URL='https://yaibik.tumblr.com/image/616071933871685632']Link Image[/URL] [/QUOTE]
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