Other Class Archetypes
Promethean Disciple
Some alchemists dabble in the art of construct creation.
Promethean DiscipleAn alchemist with this discovery learns how to craft constructs by way of alchemical research rather than arcane magic. The alchemist gains Craft Construct as a bonus feat without needing to meet its requirements. The alchemist substitutes his number of ranks in Craft (alchemy) for his total caster level and must use Craft (alchemy) to create the construct. The DC to create the construct still increases for any necessary spells that the alchemist does not have access to. However, the alchemist can use extracts in place of spells as spell prerequisites. An alchemist must be at least 6th level before selecting this discovery.
Ectochymist
Ectochymists study the effects of alchemy on soul and spirit, focusing on fighting ghosts and other incorporeal creatures.
Class Skills
An ectochymist adds Knowledge (religion) to his list of class skills. This alters the alchemist's class skills.
An ectochymist can alchemically treat a melee weapon so that it deals full damage to incorporeal creatures. The process requires a full-round action and lasts until the next time that weapon is used to make an attack. An ectochymist can use this ability a number of times per day equal to his alchemist level + his Intelligence modifier. This ability replaces bombs.
Cool-Headed
At 2nd level, an ectochymist gains a +2 bonus on saves against death, fear, and negative energy effects. This bonus increases to +4 at 5th level, and to +6 at 8th level. This ability replaces poison resistance.
At 2nd level, a weapon coated in an ectochymist's ectoplasmic blanche also deals full damage to haunts. This ability replaces poison use.
At 6th level, an ectochymist can use ectoplasmic blanche on one of his own weapons as a swift action. When coated on a weapon wielded by the ectochymist, ectoplasmic blanche lasts for a number of attacks equal to the ectochymist's Intelligence modifier (minimum 1 attack). This ability replaces swift poisoning.
At 8th level, an ectochymist can throw a trap to capture an incorporeal creature of up to 1 Hit Die per alchemist level he possesses. As a standard action, the ectochymist can expend a use of ectoplasmic blanche to coat the inside of a container with his blanche and throw it at an incorporeal creature as a ranged touch attack. If he hits, the creature receives a Will save to escape the trap (DC = 10 + 1/2 his alchemist level + his Intelligence modifier). If the creature fails its save, it is sealed within the vessel until someone breaks or opens that vessel. The ghost trap automatically survives being thrown at the incorporeal creature, but otherwise is only as durable as the vessel (normally hardness 5, 1 hp for a glass bottle).This ability replaces the 8th-level alchemist discovery.
At 10th level, an ectochymist can use alchemical processes to uncover esoteric knowledge from a haunted area that would normally require divinations to ascertain. This process takes 10 minutes and expends one use of ectoplasmic blanche. Treat this effect as speak with haunt with a saving throw DC equal to 10 + 1/2 the ectochymist's class level + the ectochymist's Charisma modifier and a caster level equal to the ectochymist's class level. Because the ectochymist is performing an analysis to answer his questions and not speaking with the haunt directly, he uses Craft (alchemy) rather than Sense Motive to oppose any Bluff checks the spirit might attempt in order to mislead him. This ability replaces poison immunity.
Discoveries
The following discoveries complement the ectochymist archetype: alchemical simulacrum, cognatogen, grand cognatogen, greater alchemical simulacrum, and mummification.
Promethean Alchemist
Obsessed with discovering the origins of life, promethean alchemists build constructs they gradually endow with life.
At 1st level, a promethean alchemist gains the promethean disciple discovery (see above). This ability replaces Brew Potion and Throw Anything.
At 1st level, a promethean alchemist gains the service of a homunculus companion. The means for creating this special homunculus are more exotic than normal and require investiture of the promethean alchemist's own life essence into the homunculus. This construct generally resembles a small humanoid or child when first created; the specific appearance is up to its creator, though a homunculus is always humanoid in shape and obviously unnatural on close inspection. While every homunculus companion is absolutely devoted to its master, some homunculi's loyalty borders on the unsettling; such companions jealously protect their masters from threats or construct strange shrines in their masters' honor. A homunculus companion can be of any alignment, even one that is different from its master's. A destroyed homunculus companion can be restored to life by performing a ritual with its corpse that requires 1 pint of its creator's blood per Hit Die of the homunculus and rare materials worth 100 gp per Hit Die of the homunculus. Performing this ritual takes 1 hour (though it may take some time to gather enough blood at higher levels, so many promethean alchemists keep chilled blood samples in storage just in case). A promethean alchemist can't take the mutagen or cognatogen discoveries. This ability replaces bombs and mutagen.
Discoveries
The following discoveries complement this archetype: alchemical simulacrum, doppelganger simulacrum, and greater alchemical simulacrum.
Homunculus Companions
Level | HD | BAB | Saves | Skills | Feats | Str/Dex Bonus | Special |
---|---|---|---|---|---|---|---|
1st | 1 | +1 | +0 | 2 | 1 | +0 | Darkvision, low-light vision, sympathetic alchemy, telepathic link, weapon and armor proficiency |
2nd | 2 | +2 | +0 | 4 | 1 | +0 | — |
3rd | 3 | +3 | +1 | 8 | 2 | +1 | Evasion |
4th | 3 | +3 | +1 | 8 | 2 | +1 | — |
5th | 4 | +4 | +1 | 10 | 2 | +1 | Ability score increase |
6th | 5 | +5 | +1 | 12 | 3 | +2 | Speech |
7th | 6 | +6 | +2 | 14 | 3 | +2 | — |
8th | 6 | +6 | +2 | 14 | 3 | +2 | — |
9th | 7 | +7 | +2 | 16 | 4 | +3 | Spell resistance |
10th | 8 | +8 | +2 | 18 | 4 | +3 | Ability score increase |
11th | 9 | +9 | +3 | 20 | 5 | +3 | — |
12th | 9 | +9 | +3 | 20 | 5 | +4 | — |
13th | 10 | +10 | +3 | 22 | 5 | +4 | — |
14th | 11 | +11 | +3 | 24 | 6 | +4 | — |
15th | 12 | +12 | +4 | 26 | 6 | +5 | Ability score increase, improved evasion |
16th | 12 | +12 | +4 | 26 | 6 | +5 | — |
17th | 13 | +13 | +4 | 28 | 7 | +5 | — |
18th | 14 | +14 | +4 | 30 | 7 | +6 | — |
19th | 15 | +15 | +5 | 32 | 8 | +6 | — |
20th | 15 | +15 | +5 | 32 | 8 | +6 | Ability score increase |
Homunculus Companion Base Statistics
A homunculus companion has the following features, as described in the table above.
Level
This is the homunculus's master's alchemist level.
HD
This is the homunculus's total number of 10-sided (d10) Hit Dice. The homunculus doesn't have a Constitution score, but it gains bonus hit points based on its size.
BAB
This is the base attack bonus of the homunculus, which is equal to its number of Hit Dice.
Saves
These are the base saving throw bonuses of the homunculus.
Skills
This entry lists the homunculus's total number of skill ranks. A homunculus with a high Intelligence score modifies these totals as normal (the homunculus gains a number of skill ranks equal to 2 + its Intelligence modifier per HD). A homunculus can't have more ranks in a skill than it has Hit Dice.
Homunculus Class SkillsThe following skills are class skills for a homunculus: Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, a promethean alchemist can choose two additional skills to be class skills for his homunculus.
Feats
This is the total number of feats the homunculus has. A homunculus can select any feats it qualifies for, but must possess the appropriate appendages in order to use some feats.
Str/Dex Bonus
Add this modifier to the homunculus's Strength and Dexterity.
Special
As the homunculus increases in power, it gains the special abilities described below.
Darkvision The homunculus has darkvision out to a range of 60 feet.
Low-Light Vision (Ex)Homunculi see twice as far as humans in dim light.
Sympathetic Alchemy (Su)The bond between a promethean alchemist and his homunculus is so close that the alchemist's extracts function for the homunculus as if it were the alchemist, allowing the homunculus companion to benefit from extracts without the alchemist needing the infusion discovery. The homunculus is treated as a humanoid or a construct—whichever is more beneficial—for the purposes of what extracts can affect it. Additionally, the homunculus can prepare its master's extracts from his formula book for him each day, as long as it's within the range of its telepathic link.
Telepathic Link (Su)A homunculus can't initially speak, but shares a telepathic link with its creator. It knows what its master knows and can convey to him everything it sees and hears, out to a range of 1,500 feet.
Weapon and Armor Proficiency (Ex)A homunculus is proficient with simple weapons, but not armor or shields.
Evasion (Ex)At 3rd level, if a homunculus is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.
Ability Score Increase (Ex)The homunculus adds 1 to one of its ability scores at 5th level and every 5 levels thereafter.
Speech (Ex)At 6th level, the homunculus gains the ability to speak any languages it knows.
Spell Resistance (Su)At 9th level, the homunculus gains spell resistance equal to 11 + its master's alchemist level.
Improved Evasion (Ex)At 15th level, when subjected to an attack that allows a Reflex save for half damage, the homunculus takes no damage if it succeeds at the saving throw and only half damage if it fails the saving throw.
Homunculus Starting Statistics
Size
Small; Speed 20 ft., fly 30 ft. (poor); AC +2 natural armor; Attack bite (1d4); Ability Scores Str 10, Dex 15, Con —, Int 10, Wis 12, Cha 7; Special Qualities darkvision, low-light vision; Languages Common (can't speak).
4th-Level Advancement
Size
Medium; Speed 30 ft., fly 40 ft. (average); Attack bite (1d6 plus poison), 2 claws (1d6); Ability Scores Str +4, Dex –2; Special Attacks poison (bite—injury frequency 1/minute for 60 minutes, effect sleep for 1 minute, cure 1 save, Con-based DC with a +2 racial bonus).
Flesheater
A flesheater eats flesh to create a spiritual bond between herself and the consumed creature, allowing her to take on aspects of the creature that served as the meal.
Rage
In additional to the standard bonuses and penalties of rage, a flesheater takes a –2 penalty to Intelligence while raging. The additional benefits and penalties from a flesheater's abilities last only as long as her rage does, and she cannot use these abilities if they would bring the total penalty to Intelligence to an amount equal to or greater than her Intelligence score. This ability alters the rage ability.
One Flesh
At 2nd level when entering a rage, a flesheater can spend an additional round of rage and take an additional –2 penalty to Intelligence to take on a single ability of the valid consumed creature whose flesh she ate most recently. For the purpose of this ability, a valid consumed creature is any dead animal, dragon, humanoid, or magical beast that died and was consumed by the flesheater within the past 24 hours. She can choose any ability listed under beast shape I, as long as the creature possessed that ability. At 5th level, the flesheater can take on any number of the creature's abilities that are listed under beast shape I. At 8th level, the flesheater can instead take on one of the creature's abilities listed under beast shape II. The flesheater's appearance alters to resemble the consumed creature, but she does not change shape. This is a polymorph effect. This ability replaces uncanny dodge, improved uncanny dodge, and the 2nd- and 8th-level rage powers.
At 11th level, a flesheater can draw in mass from the Ethereal Plane to enlarge herself when she enters a rage, as long as the creature whose flesh she last consumed was at least one size category larger than her base size. Unbound rage affects her as enlarge person, except she receives a +4 size bonus to Strength and an additional –2 penalty to Intelligence. This ability replaces greater rage.
At 14th level, a flesheater can use her one flesh and unbound rage abilities to emulate any one valid consumed creature of her choice, rather than only the one she consumed most recently. This ability replaces the 14th-level rage power.
At 20th level, a flesheater can use her one flesh ability to assume the shape of a valid consumed creature. This ability functions as alter self, beast shape IV, form of the dragon III, or giant form II, as appropriate. This is a polymorph effect. This ability replaces mighty rage.
Rage Powers
The following rage powers complement the flesheater archetype: animal fury, beast totem (any), inspire ferocity, internal fortitude, and terrifying howl.
Phrenologist
The phrenologist is an expert at reading creatures' skulls, and he learns to use this knowledge to his benefit.
A phrenologist is an expert at reading creatures' skulls. He gains Psychic Sensitivity* as a bonus feat, and he can use the phrenology skill unlock even if he is untrained in Knowledge (arcana). He adds half his class level (minimum 1) on all Knowledge (arcana) checks for the phrenology occult skill unlock. This ability replaces bardic knowledge.
Starting at 2nd level, a phrenologist can use knowledge gleaned from a creature's skull to tailor a performance. All creatures on which the phrenologist has successfully used his phrenology skill unlock take a –2 penalty on all saving throws against the phrenologist's bardic performances. This ability replaces well-versed.
Phrenological Savant
At 10th level, a phrenologist gains either Psychic Maestro* or Psychic Virtuoso* as a bonus feat. If he chooses Psychic Maestro, he must select phrenology as one of his two skill unlocks to use an additional time. This ability replaces jack-of-all-trades.
A phrenologist gains the following types of bardic performance.
Skull Sonata At 1st level, a phrenologist learns to use the resonance of other creatures' skulls to increase sonic damage. All enemies within 30 feet of the phrenologist that have skulls take an amount of additional sonic damage equal to half the phrenologist's bard level (minimum 1) each time they take sonic damage. Skull sonata relies on audible components. This ability replaces inspire courage.
In Your Head (Sp)At 3rd level, a phrenologist can use his performance to send his own senses into another's skull, as the spell witness (DC = 10 + 1/2 the phrenologist's class level + his Charisma modifier). At 11th level, this performance's duration increases to 10 minutes per bard level, and at 19th level, the duration increases to 1 hour per bard level. In your head relies on audible components. This ability replaces inspire competence.
Fingers of Fascination (Su)When a phrenologist uses the fascinate bardic performance, he can send forth psychic fingers along with his performance, allowing him to study one of the fascinated creatures with his phrenology skill unlock without touching its head physically and without it being helpless, willing, or paralyzed. This does not spend his daily use of the phrenology skill unlock. This ability alters fascinate.
Silver Balladeer
The bright purity of silver makes beautiful music, and its vibrations are also anathema to unnatural creatures. Some bards use a mixture of silver-stringed instruments and esoteric knowledge to battle the dark forces of the world.
Alignment
A silver balladeer must have a good alignment. This ability alters alignment.
A silver balladeer gains the bardic performances listed below. These bardic performances all require the use of a silver or silver-stringed instrument, which costs twice as much as a normal masterwork instrument.
Break Curse At 6th level, a silver balladeer can suppress a single curse affecting an ally within 30 feet that is able to see and hear her. Each round the silver balladeer uses break curse, she attempts a Perform check against the original DC of the curse. If successful, she suppresses the curse for 1 round. After she has suppressed the curse for 4 consecutive rounds, she can attempt a caster level check to remove the curse as if she had cast remove curse. This ability replaces suggestion.
Holy Vibration (Su)At 9th level, a silver balladeer can spend a round of bardic performance to make a single door or a window within 30 feet resonate with a holy vibration. Undead and creatures with the evil subtype are unable to open a door or window affected in this way (as arcane lock) for 10 minutes per bard level. If such a creature has the incorporeal subtype, it is unable to move through the affected door or window, or through any walls, floors, or ceilings within 20 feet of it. Incorporeal creatures can attempt Charisma checks to break through areas warded by holy vibration, using the same break DC as for the object the creature is trying to move through. This ability replaces inspire greatness.
Mass Break Curse (Su)At 18th level, a silver balladeer can suppress all curses among any number of allies within 30 feet when using break curse. Every 4 consecutive rounds of using this performance, the silver balladeer can attempt a caster level check to remove a single curse on a single ally affected by this performance, as if she had cast remove curse. This ability replaces mass suggestion.
Pure Heart
At 2nd level, a silver balladeer gains a +4 bonus on saving throws against curses, hexes, and charm effects. This ability replaces well-versed.
At 2nd level, a silver balladeer treats silver weapons as if they were also cold iron for the purpose of overcoming damage reduction. Also, alchemical silver weapons do not impose a penalty on damage rolls when wielded by a silver balladeer, and a silver balladeer gains a +1 bonus on attack rolls made with mithral weapons. This ability replaces the 2nd-level versatile performance.
Order of the Eastern Star
This cavalier order exists to keep dangerous secrets hidden from the world and secretly protect the world against unimaginable threats from beyond the mortal realms. These cavaliers scout and observe, concerning themselves not with the trivial pursuit of morality, but rather with ensuring the survival of society itself.
Edicts
The cavalier must preserve the secrets of his order while acting to protect civilization against occult threats. He must thwart the schemes of otherworldly horrors and must give his order a full accounting of any potential threats.
Whenever a cavalier of the order of the eastern star issues a challenge, he receives a +1 dodge bonus to AC and a +1 insight bonus on saves against the attacks and abilities of the target of his challenge. He must be wearing light armor and carrying no more than a light load to receive these bonuses. These bonuses increase by 1 for every 4 class levels the cavalier possesses.
Skills
A cavalier belonging to the order of the eastern star adds Knowledge (arcana) and Knowledge (planes) to his class skills. He can attempt Knowledge (arcana) and Knowledge (planes) checks untrained. If he has ranks in these skills, as long as a check involves knowledge of the occult or supernatural, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Feats
A cavalier of this order gains Psychic Sensitivity as a bonus feat.
Order of the Shroud
Cavaliers of this order seek out and destroy undead and those who harbor or create them. They scour old crypts, graveyards, and battlefields to bring eternal rest.