RPG Superstar 2013 Top 32 aka Flak

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Outsea Delver (Alchemist)
While the River Kingdoms are generally turbulent, stability is a requirement for Outsea's survival, and thus its first priority. Local alchemists looking to the fiefdom see not only the promise of easy work as salination engineers, but also a calm base of operations for their research. The adventure doesn't end in Outsea, though: many alchemists discover an unending trove of specimens and phenomena worth studying deep beneath the waterline. They also find acceptance—in a city with a monstrous majority, the odd alchemical tentacle or tumor is less stigmatic than elsewhere.
Class Skills: An Outsea delver does not gain Sleight of Hand (Dex) or Survival (Wis) as class skills; instead, he gains Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), and Swim (Str) as class skills.
Master Swimmer (Ex): Outsea delvers navigate Outsea's waterways just as they do its streets. At 2nd level, an Outsea delver gains a +2 competence bonus on Swim checks. This bonus increases to +4 at 5th level and to +6 at 8th level. At 10th level, the Outsea delver gains a swim speed equal to his base speed (maximum 30 feet), and the accompanying +8 bonus on Swim checks replaces the previously granted competence bonus. This ability replaces poison resistance and poison immunity.
Salt Bombs (Su): At 2nd level, when he creates a bomb, the Outsea delver can choose to leverage alchemical processes similar to those that keep Outsea salinated. Salt bombs deal slashing damage one die step lower than normal. Living creatures that take a direct hit from a salt bomb are sickened for 3 rounds unless they succeed on a Fortitude save against the Outsea delver's bomb DC. Outsea delvers can't apply discoveries to salt bombs. In all other ways, salt bombs function exactly like normal bombs. This ability replaces poison use.
Aboleth Lungs: At 4th level, the Outsea delver adds aboleth's lung (Advanced Race Guide) to his formula book as a 2nd-level extract. This ability replaces swift alchemy.
Aquadynamic Bombs (Ex): By 6th level, the Outsea delver has perfected vial designs that make throwing bombs underwater feasible. He doesn't take the normal -2 penalty on attack rolls for every 5 feet of water through which his bombs pass. Normal range penalties still apply, and fire bombs remain ineffective underwater. This ability replaces swift poisoning.
Deep Sea Delver (Su): At 18th level, the Outsea delver develops a regimen of oils and elixirs that render himself and his gear immune to water pressure damage and hypothermia. This ability replaces instant alchemy.