Thursday, April 7, 2016

Gunmetal Alchemist (Alchemist Archetype)

by Tim Wallace

Here is another (sure-to-be-controversial) alchemist archetype I have created at the bequest of one of my players.

Gunmetal Alchemist (Alchemist Archetype)
Gunmetal alchemy was developed by synthetic races (such as androids and half-constructs) to better utilize the transmutability of their own bodies and the world around them.

Illustration by Cyph1n and used under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. (original image)
Bombs: A gunmetal alchemist does not receive bombs. The gunmetal alchemist may not select any discoveries that modify bombs. The majority of the gunmetal alchemist’s class abilities replace the alchemist’s normal bomb ability.

Bonus Extracts: At 1st level, a gunmetal alchemist adds the following extracts to his alchemist formulae list at the listed extract level: 1st–mending, 2nd–make whole, masterwork transmutation, soften earth and stone, wood shape, 3rd–stone shape, 4th–greater make whole, 5th–rapid repair, transmute mud to rock, transmute rock to mud, 6th–ironwood, transmute metal to wood.

Close Combat Training: At 1st level, a gunmetal alchemist gains Weapon Group Proficiency with close weapons and one other weapon group of his choice. This replaces the alchemist’s normal weapon proficiencies.

Bonus Feat: At 3rd level, and every 4 levels thereafter, a gunmetal alchemist may select a bonus feat. These feats must be taken from the following list: any style feat, Combat Flexibility, Deflect Arrows, Dodging Mobility, Elemental Fist, Flurry, Greater Flurry, Snatch Arrows, Spring Attack, Stunning Fist, Weapon Group Focus, and Weapon Group Specialization.

Bonus Discovery: At 5th and 13th levels, a gunmetal alchemist may select an additional alchemical discovery. Some discoveries can only be made if the gunmetal alchemist has met certain prerequisites first, such as uncovering other discoveries.

SoulboundAt 9th level, a gunmetal alchemist bind his soul body with an alchemical seal. Creating an alchemical seal costs 5,000 gp and takes 1 week of work. If he dies, he can be resuscitated as long as the seal has not been broken and his body is healed or repaired to 0 hp or more. He can only have on alchemical seal on his body at a time.
If the part of his body the seal is on (head, torso, right arm, right leg, left arm, or left leg)  or a portion of that part of the body (ear, eye, neck, upper arm, hand, et cetera) is the target of a critical called shot of debilitating blow (from the called shot system in Ultimate Combat) or a confirmed critical hit (in my location-based critical hit system), the seal receives the broken condition and is therefore nonfunctional. It must be repaired with a make whole or greater make whole spell or extract to regain functionality.