A Madman's CoT (and beyond) Campaign Journal


Campaign Journals

751 to 786 of 786 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

Since I was a wuss and didn't conceive any Superstar-worthy entry this year, here's an 'archetype' that I came up with.

Neidan Alchemist (Alternate Alchemist Class)

Alignment: Any good, lawful neutral or neutral.

CLASS SKILLS
A neidan alchemist loses Appraise and Disable Device as class skills while gaining Acrobatics and Knowledge (religion) as class skills.

CLASS FEATURES

Neidan Alchemy (su): Unlike alchemists, neidan alchemists do not learn how to create traditional alchemist bombs nor do they learn how to create mutagens. Neidan alchemists’ extracts are mixed internally in a spontaneous manner, similar to how bards, oracles and sorcerers cast spells. In the same manner as spontaneous casters neidan alchemists master a small number of formulae.

A neidan alchemist’s formulae known follow the same progression as the Inquisitor’s spells known chart, removing the 0–level spells known column. The neidan alchemist’s extracts per day remains unchanged from the normal alchemist’s extracts per day.

Breath Weapon (su): Neidan alchemists learn how to exhale their internalized alchemy in the same manner as if her were using alchemists’ bombs modified with the breath weapon bomb discovery (Ultimate Combat 24). This replaces bomb, mutagen and poison use.

Versatile Breath Weapon (su): At 14th level a neidan alchemist can change the energy type of his breath weapon bomb from fire to his choice of acid, cold or electricity at the moment of exhalation. The area of effect may be shaped into the neidan alchemist’s choice of either a 15 foot cone or a 30 foot line at the moment of exhalation. This replaces persistent mutagen.

Enlarge Breath Weapon (su): At 18th level a neidan alchemist’s breath weapon increases in the size of its area of effect. The neidan alchemist’s breath weapon bomb may be exhaled as the neidan alchemist’s choice of a 15 foot cone, a 30 foot cone, a 30 foot line or a 60 foot line. This replaces instant alchemy.

Neidan alchemists receive the breath mastery, bonus feats, disease resistance and uncanny dodge class features of the internal alchemist archetype (Ultimate Magic 18–19).

Discovery (su): A neidan alchemist cannot learn any alchemical discoveries that modify bombs and that grant or modify mutagens nor can an internal alchemist learn the infusion discovery or any alchemical discoveries that modify the infusion discovery. Internal alchemists that learn alchemical discoveries that are external in function (such as the alchemical doppelganger or bottled ooze discoveries) may only use such discoveries in a personal fashion, rendering many such discoveries of little value or potentially fatal to use.

The practical list of alchemical discoveries for a neidan alchemist is as follows: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, fast bombs, healing touch, lingering spirit, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, sticky poison, wings.

Enlightened Immortality: Neidan alchemists become immortal upon attaining 20th level, combining the benefits of the eternal youth alchemist grand discovery with the many lives class feature of the reincarnated druid archetype (Ultimate Magic 39). An enlightened immortal neidan alchemist will reincarnate if slain by a death attack, will reincarnate again if slain within 7 days of reincarnation and does not suffer any permanent negative levels for being reincarnated. They reincarnate in the same fashion when their current body dies of old age to be reincarnated with a new mortal lifespan. No portion of the enlightened immortal neidan alchemist’s body need exist when the character reincarnates. This replaces grand discovery.

Ex–Neidan Alchemists: A neidan alchemist that becomes chaotic neutral or evil cannot gain new levels as a nedian alchemist but retains all neidan alchemist abilities. An enlightened immortal neidan alchemist who becomes chaotic neutral or evil loses the benefit of enlightened immortality.

FAVORED CLASS OPTION: A neidan alchemist of any race may learn an additional known formulae instead of the standard favored class options. The first six times this option is selected adds additional 1st level known formulae, the next three times adds additional 2nd level known formulae, the next three times adds additional 3rd level known formulae, the next three times adds additional 4th level known formulae, the next three times adds additional 5th level known formulae with the last two times this option is selected at 19th and 20th levels adds one known formulae of 1st – 5th level of choice.

NOTES: This archetype / alternate base class expands upon / replaces the Internal Alchemist archetype. It is intended to reflect, as close as can be managed, the Taoist Enlightened Immortal in below 20th level Pathfinder terms. We don't even want to know what post-20th level Enlightened Immortals would look like...

Enjoy! And as always feedback from the peanut gallery is always welcome.


Oooh, I like. And all it takes is a minor flavor tweak and presto, PFized Dragonbreath Adept replacement =)


Orthos wrote:
Oooh, I like. And all it takes is a minor flavor tweak and presto, PFized Dragonbreath Adept replacement =)

Glad that you like it Orthos. It's an expansion of the Internal Alchemist Archetype in Ultimate Magic, so it seems fitting that it be identified as a "baby alternate base class" rather than an archetype.

Lazy and evil internal alchemists are more likely in my view to pursue other means of immortality (alchemical lichdom, for example).


I knew someone who did alchemical lichdom. King Tut.


Adeptus Technicanus wrote:
I knew someone who did alchemical lichdom. King Tut.

Word is that didn't work out so well for 'im. ;)


I would play all alchy lichs in the Egyptian wrappings.


Sounds like alchemical liches are true mummies to me. ;)


Ironically I just had the kernel of an archetype concept pop into mind for the River Kingdoms round this year. We'll see if any of the contestants came up with the same idea. Another archetype I had in mind I anticipate being among the submissions Wolfgang listed.


Interestingly, none of the submissions for Round 2 of Superstar 2013 came even close to what I'm sitting on. My "other" archetype, after poking it with a sharp stick, sucked eggs, promptly getting fed to a shoggoth.

This'll be fun when the voting is done and we can toss our "what if we were in Round 2" archetypes into the blender! ^_____^


Revision of the Neidan Alchemist:

Neidan Alchemist (Alternate Alchemist Class)

Neidan Alchemists seek to attain personal enlightenment and eventual immortality through the balancing of their internal alchemy. By balancing the flow and presence of positive and negative energies with the four or five alchemical elements of their training, neidan alchemists learn how to produce wondrous magical effects by way of their internalized alchemy.

Alignment: Any good, lawful neutral or neutral.

CLASS SKILLS
A neidan alchemist loses Appraise and Disable Device as class skills while gaining Acrobatics and Knowledge (religion) as class skills.

CLASS FEATURES

Internal Alchemy (su): Unlike alchemists, neidan alchemists do not learn how to create traditional alchemist bombs nor do they learn how to create mutagens. Neidan alchemists’ extracts are mixed internally in a spontaneous manner, similar to how bards, oracles and sorcerers cast spells. In the same manner as spontaneous casters neidan alchemists master a small number of formulae. As with alchemists, neidan alchemists’ formulae cannot include a focus component.

A neidan alchemist’s formulae known follow the same progression as the Inquisitor’s spells known chart, removing the 0–level spells known column. The neidan alchemist’s extracts per day remains unchanged from the normal alchemist’s extracts per day.

This modifies alchemy.

Breath Weapon (su): Neidan alchemists learn how to exhale their internalized alchemy in the same manner as if her were using alchemists’ bombs modified with the breath weapon bomb discovery (Ultimate Combat 24). This replaces bomb, mutagen and poison use.

Versatile Breath Weapon (su): At 14th level a neidan alchemist can change the energy type of his breath weapon bomb from fire to his choice of acid, cold or electricity at the moment of exhalation. The area of effect may be shaped into the neidan alchemist’s choice of either a 15 foot cone or a 30 foot line. This replaces persistent mutagen.

Enlarge Breath Weapon (su): At 18th level a neidan alchemist’s breath weapon increases in the size of its area of effect. The neidan alchemist’s breath weapon bomb may be exhaled as the neidan alchemist’s choice of a 15 foot cone, a 30 foot cone, a 30 foot line or a 60 foot line. This replaces instant alchemy.

Eschew Materials: Neidan alchemists’ internalized alchemical formulae result in gaining Eschew Materials as a bonus feat. This replaces Throw Anything.

Neidan alchemists receive the bonus feats, disease resistance and uncanny dodge class features of the internal alchemist archetype (Ultimate Magic 18–19). Neidan alchemists may take the breath control class feature of the internal alchemist archetype as an alchemical discovery or feat. Neidan alchemists may take the hardy class feature of the survivalist rogue archetype (Ultimate Combat 73) as an alchemical discovery or feat.

Discovery (su): A neidan alchemist cannot learn any alchemical discoveries that modify bombs and that grant or modify mutagens nor can an internal alchemist learn the infusion discovery or any alchemical discoveries that modify the infusion discovery. Internal alchemists that learn alchemical discoveries that are external in function (such as the alchemical doppelganger or bottled ooze discoveries) may only use such discoveries in a personal fashion, rendering many such discoveries of little value or potentially fatal to use.

The practical list of alchemical discoveries for a neidan alchemist is as follows: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, fast bombs, healing touch, lingering spirit, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, sticky poison, wings.

Enlightened Immortality: Neidan alchemists become immortal upon attaining 20th level, combining the benefits of the eternal youth alchemist grand discovery with the many lives class feature of the reincarnated druid archetype (Ultimate Magic 39). An enlightened immortal neidan alchemist will reincarnate if slain by a death attack, will reincarnate again if slain within 7 days of reincarnation and does not suffer any permanent negative levels for being reincarnated. They reincarnate in the same fashion when their current body dies of old age to be reincarnated with a new mortal lifespan. No portion of the enlightened immortal neidan alchemist’s body need exist when the character reincarnates. This replaces grand discovery.

Ex–Neidan Alchemists: A neidan alchemist that becomes chaotic neutral or evil cannot gain new levels as a nedian alchemist but retains all neidan alchemist abilities. An enlightened immortal neidan alchemist who becomes chaotic neutral or evil loses the benefit of enlightened immortality.

FAVORED CLASS OPTION: A neidan alchemist of any race may learn an additional known formula instead of the standard favored class options. The first six times this option is selected adds additional 1st level known formulae. The next three times adds additional 2nd level known formulae (levels 7–9). The next three times adds additional 3rd level known formulae (levels 10–12). The next three times adds additional 4th level known formulae (levels 13–15). The next three times adds additional 5th level known formulae (levels 16–18). At levels 19 and 20 selecting this favored class option adds one known formula of 1st – 5th level of the neidan alchemist’s choice.

Design Notes:

  • This straddles the divide between an archetype and an alternate base class. It is far more space efficient to write it up as an archetype.
  • One thing I've noticed for a number of alchemist archetypes that add to the alchemist's forumlae list is that they often break what was originally a cardinal rule of alchemical formulae: no foci. This is an especially important concept for internalized alchemy. To quote (Advanced Players Guide 27) "Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement)."
  • The intent here is to attempt to capture the Taoist enlightened immortal in pre-immortal form. Hopefully this captures that feel.


I think breath weapon should be pick an element, not stuck with fire. And you use both masculine and feminine descriptors for the same iconic neidan alchemist. But it sounds very fun to play. "Hi, I drink all kinds of crap randomly, mix it in my stomach, and spit spells and breath fire! Is that bat guano?"


Adeptus Technicanus wrote:
I think breath weapon should be pick an element, not stuck with fire. And you use both masculine and feminine descriptors for the same iconic neidan alchemist. But it sounds very fun to play. "Hi, I drink all kinds of crap randomly, mix it in my stomach, and spit spells and breath fire! Is that bat guano?"

Mmmmmm .... bat guano ..... uurrrgghhhkklll ...

I largely pillaged directly from the texts where the abilities appeared, thanks for catching that!

What about keeping it more normal and allowing the alchemist to pick up energy type discoveries @ 6th (the normal point at which an alchemist can learn the breath weapon discovery)?


I think, you pick a shape(line/Cone/ray/touch) and an Energy(fire/acid/poison/lightning/cold/positive/negative/Milk/Orc blood/Dead babies/Shoggoths), and then every so many levels, you can pick one more of the energies, to a max of 4, and at level 9(?) you get the one more shape. And the range could be a distance times class level.


Adeptus Technicanus wrote:

I think, you pick a shape(line/Cone/ray/touch) and an Energy(fire/acid/poison/lightning/cold/positive/negative/Milk/Orc blood/Dead babies/Shoggoths), and then every so many levels, you can pick one more of the energies, to a max of 4, and at level 9(?) you get the one more shape. And the range could be a distance times class level.

Fitting, very fitting.

I was also rereading some of my enlightened immortal material, there's some neat stuff that is not well replicated in Pathfinder. I'll mull over that before Superbowl.


Ouch. Must share with fellow Cultist. Shoggoth beanbag chair. Ok. Had to put that thought down before my sanity shattered.


I don't know. Don't ask. Seriously, no idea.


If you can handle a shoggoth bean bag chair ... you're in good company. Although that would be AWESOME!!!

~squiggle~


Wise man say, if furniture doesn't bite your ass, your ass is jacked.


2nd revision:

Neidan Alchemist (Alternate Alchemist Class/ expanded Internal Alchemist archetype)

Neidan Alchemists seek to attain personal enlightenment and eventual immortality through the balancing of their internal alchemy. By balancing the flow and presence of positive and negative energies with the four or five alchemical elements of their training, neidan alchemists learn how to produce wondrous magical effects by way of their internalized alchemy.

Alignment: Any good, lawful neutral or neutral.

CLASS SKILLS
A neidan alchemist loses Appraise and Disable Device as class skills while gaining Acrobatics and Knowledge (religion) as class skills.

CLASS FEATURES

Internal Alchemy (su): Unlike alchemists, neidan alchemists do not learn how to create traditional alchemist bombs nor do they learn how to create mutagens. Neidan alchemists’ extracts are mixed internally in a spontaneous manner, similar to how bards, oracles and sorcerers cast spells. In the same manner as spontaneous casters neidan alchemists master a small number of formulae. As with alchemists, neidan alchemists’ formulae cannot include a focus component.

A neidan alchemist’s formulae known follow the same progression as the Inquisitor’s spells known chart, removing the 0–level spells known column. The neidan alchemist’s extracts per day remains unchanged from the normal alchemist’s extracts per day.

This modifies alchemy.

Breath Weapon (su): Neidan alchemists learn how to exhale their internalized alchemy in the same manner as if he were using alchemists’ bombs modified with the breath weapon bomb discovery (Ultimate Combat 24). A neidan alchemist can learn additional energy types for his breath weapon as an alchemical discovery or feat from among acid, cold or electricity – one energy type per discovery or feat. The decision as to which energy type his breath weapon is composed of is chosen at the moment of exhalation. This replaces bomb, mutagen and poison use.

Versatile Breath Weapon (su): At 14th level a neidan alchemist can shape the area of effect of his breath weapon into his choice of either a 15 foot cone or a 30 foot line. This replaces persistent mutagen.

Enlarge Breath Weapon (su): At 18th level a neidan alchemist’s breath weapon increases in the size of its area of effect. The neidan alchemist’s breath weapon may be exhaled as the neidan alchemist’s choice of a 15 foot cone, a 30 foot cone, a 30 foot line or a 60 foot line. This replaces instant alchemy.

Eschew Materials: Neidan alchemists’ internalized alchemical formulae result in gaining Eschew Materials as a bonus feat. This replaces Throw Anything.

Neidan alchemists receive the bonus feats, disease resistance and uncanny dodge class features of the internal alchemist archetype (Ultimate Magic 18–19). Neidan alchemists may take the breath control class feature of the internal alchemist archetype and the hardy class feature of the survivalist rogue archetype (Ultimate Combat 73) as an alchemical discovery or feat.

Discovery (su): A neidan alchemist cannot learn any alchemical discoveries that modify bombs (other than fast bombs), that grant or modify mutagens nor can a neidan alchemist learn the infusion discovery, or any alchemical discoveries that modify the infusion discovery. Neidan alchemists that learn alchemical discoveries that are external in function (such as the alchemical doppelganger or bottled ooze discoveries) may only use such discoveries in a personal fashion, rendering many such discoveries of little value or potentially fatal to use. The fast bombs discovery applies to his breath weapon.

The practical list of alchemical discoveries for a neidan alchemist is as follows: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, fast bombs, healing touch, lingering spirit, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, sticky poison, wings.

Enlightened Immortality: Neidan alchemists become immortal upon attaining 20th level, combining the benefits of the eternal youth alchemist grand discovery with the many lives class feature of the reincarnated druid archetype (Ultimate Magic 39). An enlightened immortal neidan alchemist will reincarnate if slain by a death attack, will reincarnate again if slain within 7 days of reincarnation and does not suffer any permanent negative levels for being reincarnated. They reincarnate in the same fashion when their current body dies of old age to be reincarnated with a new mortal lifespan. No portion of the enlightened immortal neidan alchemist’s body need exist when the character reincarnates. This replaces grand discovery.

Ex–Neidan Alchemists: A neidan alchemist that becomes chaotic neutral or evil cannot gain new levels as a nedian alchemist but retains all neidan alchemist abilities. An enlightened immortal neidan alchemist who becomes chaotic neutral or evil loses the benefit of enlightened immortality.

FAVORED CLASS OPTION: A neidan alchemist of any race may learn an additional known formula instead of the standard favored class options. The first six times this option is selected adds additional 1st level known formulae. The next three times adds additional 2nd level known formulae (levels 7–9). The next three times adds additional 3rd level known formulae (levels 10–12). The next three times adds additional 4th level known formulae (levels 13–15). The next three times adds additional 5th level known formulae (levels 16–18). At levels 19 and 20 selecting this favored class option adds one known formula of 1st – 5th level of the neidan alchemist’s choice.


Yep. Sounds delicious!


Adeptus Technicanus wrote:
Yep. Sounds delicious!

Sweet!


I am going to on Monday make a shadowcaster from tome of magic. I really enjoyed that character class. But that requires my being at a pc and having my books, and none of these things are at my fiances house.


I only have my phone right now.


Know the feeling - once you two are hitched and all moved in together, you'll have all your stuff at hand all the time. ^_____^


And absolutely no me time.


Adeptus Technicanus wrote:
And absolutely no me time.

That's something the two of you need to communicate with each other about before you get hitched. :-)


Lol. Its not quite that bad. She lets me out some.


Yup, until Adeptus Technicanus Jr. comes along!


A step daughter, her cousin, and I have a daughter with the fiance, so... Already there.


BTW,
Open invitation to sign up for my PBP All dwarven party Skull and Shackles AP.
I'll post a link to the recruitment thread when I set it up.


Sweet on the pbp. Fair warning: never done one.

Feedback on the archetypes is cool. Neidan alchemist = full alternate base class.
Candlemere Cultist is spot on but weirds some people out. I can deal with weird. :-D


Well. It has turned into land based. And pbp is more coop writing, then around the table is.

Candlemere cultist?


A "what if I made it to round 2 Superstar archetype" I cooked up.


Stolen, btw. My group should be heading to Candlemere relatively shortly... they'll be heading to the Dancing Lady's ruins soon, but after that the Singing Tower won't wait forever.


Here is the link, if you are interested.


Old Man Fu wrote:
Wise man say, if furniture doesn't bite your ass, your ass is jacked.

Interesting advice, my esteemed collegue.

751 to 786 of 786 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Gamer Life / Gaming / Campaign Journals / A Madman's CoT (and beyond) Campaign Journal All Messageboards

Want to post a reply? Sign in.