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  1. [Promethean Alchemist Addons]
  2. >Promethean Alchemist now does not gain the Poison Use, Poison Resistance, Poison Immunity, or Persistent Mutagen abilities
  3. >Replaces with the following as noted
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  6. >Learning Construct (Ex): At 2nd level, a Promethean Alchemist’s Homunculus’s Intelligence Score increases by +2. The Homunculus also adds the modifier from its Str/Dex Bonus to its Intelligence score in addition to the normal ability score bonuses. This replaces Poison Resistance +2 and Poison Use.
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  9. >Improved Telepathic Link (Su): Due to the nature of the telepathic link between a Promethean Alchemist and his Homunculus, they share their experiences and knowledge. At 6th level, so long as the Promethean Alchemist and his Homunculus are within range of their Telepathic Link ability, they share all feats, weapon proficiencies, and armor proficiencies. The alchemist or his homunculus must meet the requirements of any feat they share in order to gain its benefits. The The Alchemist and his Homunculus lose access to this ability should they be unable to speak to one another over the Telepathic Link, be it due to distance, or some effect that renders either of them unresponsive (such as death). The Homunculus is treated as the alchemist for the purposes of feats related to alchemy. This replaces Poison Resistance +4 and +6, as well as Swift Poisoning and Poison Immunity
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  12. >Reassuring Loyalty (Su): At 14th level, the Promethean Alchemist’s bond with his Homunculus serves as an anchor, and he gains a +2 Alchemical Bonus to Will saves so long as he maintains the Telepathic Link to his Homunculus. This bonus increases by +1 at 17th and 20th levels, to a maximum bonus of +4. He loses this bonus any time he would lose the effects of the Improved Telepathic Link ability. This replaces Persistent Mutagen
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  15. [Injection Crossbow]
  16. This unique crossbow is built specifically to fire needles containing an Alchemist’s Injected Infusions. It functions in all ways as a Light Crossbow (same range, critical threat range, and damage), but may only be loaded with standard bolts. An alchemist with the Injected Infusions feat may load an infusion into the crossbow to fire at range. Infusions do not deal the crossbow’s damage if they hit. When firing upon an ally with an Injected Infusion, the alchemist must make an Aid Another check of (10 + Level of the Extract) to successfully hit his target with the needle, using his Ranged Attack Bonus to make the aid another check. If firing upon an unwilling target, the Alchemist must make a ranged touch attack.
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  19. An Injection Crossbow may be enhanced just like a normal weapon.
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  22. [Injection Discoveries]
  23. >Injection Crossbow Expertise (Ex) [Prereq: Alchemist, Injected Infusions]: The Alchemist is exceptionally skilled with the Injection Crossbow, and may load it with bolts or injections as a free action. This allows him to full attack with bolts as normal, but applying an Injection still requires a standard action. This ability counts as the Rapid Reload feat for the sake of prerequisites.
  24. Special: If the alchemist takes the Acidic Injections discovery, he may make a full attack with the acid splash, and it may benefit from all ranged feats despite being a touch attack.
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  27. >Acidic Injections (Su) [Prereq: 6th level Alchemist, Injected Infusions]: The Alchemist gains the ability to create the Acid Splash cantrip as an Injection with a negligible cost, functioning essentially as a 0-level extract. It deals the normal 1d3 acid damage, plus the Alchemist’s Intelligence Modifier, but is delivered as a melee touch attack. The Alchemist may load this injection into an Injection Crossbow in order to make a ranged touch attack, dealing the damage of the Acid Splash while using the modifiers from the crossbow (range increments, critical threat range, enhancement bonuses).
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  30. >Injection Energy Expertise (Su) [Prereq: 8th level Alchemist, Acid Injections, Injection Crossbow Expertise]: The Alchemist may pick an energy type from the following list: Fire, Cold, Electric. By using an alchemical flask of the appropriate energy type as a focus, he may change the damage of his Acid Splash injection from Acid to the selected energy type. The first time the Alchemist takes this discovery, he increases the damage die of his Acid Splash injection to 1d6. An Alchemist may take this discovery multiple times, but must select a new type of energy damage each time.
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