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Class Acts: Alchemists (PFRPG) PDF

***** (based on 1 rating)

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The Class Acts PDFs introduce new class options for the base classes and core classes featured in the Pathfinder Roleplaying Game. Every PDF contains two full pages of high quality content (no fluff or filler)!

Class Acts: Alchemists includes eighteen new discoveries, including a few grand discoveries.

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Product Discussion (14)
Paizo Employee Webstore Gninja Minion , Star Voter 2013, Star Voter 2014

Now available!

Star Voter 2013

Pathfinder Roleplaying Game Subscriber

Thanks, Liz!

What it says on the tin - eighteen new alchemist discoveries (including 3 grand discoveries).


And reviewed here and sent to GMS magazine! Great work!

Star Voter 2014

Please tell me that there's a soporiphic bomb or a ninja-like poisoned bomb discovery.


Well, the radiation bomb grand discovery is there, as is there the corrosive bomb-discovery, which adds an acidic smoke to smoke bombs, but no special eggshell-grenades à la Ninja - but alas, no soporiphic bombs.

Star Voter 2013

Pathfinder Roleplaying Game Subscriber

Thanks for the perfect review, Endzeitgeist. Now there's something a lot of folks will never get to say! ;)

I have to admit, the alchemist is a great class to produce for. Mad science makes for good writing.

Bardess, there is no soporific bomb, (and the radiation bomb is only technically poisonous; what it really is is... well, radioactive), but the caustic bomb is actually sort of ninja-ish in that it works like a harsh, acidic smoke bomb that itches and irritates the skin.

For my money, the most ninja-worthy power in the package is the lethal injection discovery, which allows you to easily prepare and inject a poison or potion as a single action when you're grappling an enemy.

Surprise round: you grapple your victim.
First proper round: you win initiative and inject 'em with drow poison or a potion of deep slumber. Goodnight!

Quick and poisonous, and completely silent if the bad guy never gets a chance to act.

Daron Woodson
Abandoned Arts

Contributor

Abandoned Arts wrote:
Quick and poisonous, and completely silent if the bad guy never gets a chance to act.

...or good guy! :)


I really love it when I can dish out ratings like that! And thanks for the kind words, Daron! You definitely deserve my praise for creating the best alchemist discovery-pdf released so far! :)

Star Voter 2013

Pathfinder Roleplaying Game Subscriber
Ron Lundeen wrote:
...or good guy! :)

Indeed, Ron!

Endzeitgeist wrote:
I really love it when I can dish out ratings like that! And thanks for the kind words, Daron! You definitely deserve my praise for creating the best alchemist discovery-pdf released so far! :)

I feel like I should get an actual Endzeitgeist seal of approval from you. Like... in the mail, or something. Or just this guy on a certificate.

I'd have two now, I think? I'd put them on my wall in my office. You should get on these.

Daron Woodson
Abandoned Arts


Being a nerdy goth DM who sometimes makes documents for his group, I actually own a seal (based on the Ars Goetia).

If I really manage to come to Paizocon next year, I'll bring the seal and wax and will shell out seals! (And if some kind of jeweler-nerd/artist sees this post, drop me a PM if you're capable of making an affordable custom seal -whether as a jpeg or as a physical seal!)

Cheers!

Star Voter 2013

Pathfinder Roleplaying Game Subscriber

Sweet.

Ahh, a nerd is a fun thing to be.

Daron Woodson
Abandoned Arts


I know this product has been out for awhile. I was entering it into Hero Lab and I hadn't really looked at one of the abilities until now.

"DEATHLY INDUCTION (SU): You can induce a death-like coma in one willing or helpless creature as a full-round action. Make a Heal check opposed by the Sense Motive checks of any who observe the affected creature.

Creatures that succeed on the opposed check believe the afflicted creature to be dead. Closer inspection is nearly impossible to fool; a DC 5 Heal check performed as a standard action reveals the deathlike trance for what it is. Left to its own devices, a creature will awaken in 2d12 hours. The creature can be forced awake before this time with a DC 15 Heal check performed as a full-round action. If an affected creature receives damage while induced, the creature may attempt a Will saving throw with a DC equal to 15 + the damage dealt or awaken. Otherwise, an affected creature remains unconscious for the duration of the deathly induction."

Does the DC to wake really increase as the creature is dealt more damage?

Star Voter 2013

Pathfinder Roleplaying Game Subscriber

Hi, Bob! Sorry I missed this. Better late than never?

This is an obfuscation stemming from a text jumble combining the current version and an earlier one. The DC should equal 15, and the target should gain a bonus on the saving throw equal to the damage dealt.

I'll get an errata out on this - thanks for finding it!

Daron Woodson
Abandoned Arts


Thanks for the clarification!

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