Master Mindchymist?


Homebrew and House Rules


There's a niche, I think, for a mirror image of the Master Chymist: some guy who's so hopped up on cognitogens that he's developed a new personality to handle the extra brainpower. Think Alan Moore's Marvelman (or Miracleman), whose vastly enhanced intellect just completely outshines his mundane form.

Other than the obvious cognitogen versions of the MC's mutagen powers, I'm not sure what to give such a prestige class -- surely bomb-throwing is far too vulgar a pursuit for such a rarefied mind...

Slower BAB progression, good Will save, obvious... new list of discoveries, some mirroring the MC's...

(I've been considering creating a goblin mindchemist with this class, should it come to fruition. Think normal goblins have big heads? Tremble before the PULSING WATERMELON-SIZED SKULL of the ULTRA-GOBLINITE!)


It may not really fit the alchemist, but you could give them telepathy/telekinesis.


Further thoughts. Full alchemist extract progression; slow BAB; poor Fort and Ref, good Will.

Obvious parts are obvious:

lv.1 - Cognitogenic Form, exactly as Mutagenic Form but with different fluff. As the master mindchymist can improve Charisma, the cog form is likely to be compelling in some way even if it's deformed.

- Cogitate: as Mutate, but with cognitogen.

- Advanced Cognitogen: several Ad Mutes can simply be kept or reversed - Disguise, Dual Mind, Restoring Change work as normal; Extended Cognitogen, Grand Cognitogen, Greater Cognitogen are obvious. Burly and Nimble can be replaced by similar enhancements to Int/Wis/Cha-related rolls (pick two). Growth Mutagen could be replaced by "Shrivel," turning the MMC one size smaller as his body wastes away. Need rough analogies or at least options to replace Draconic, Evasion, Feral, Furious, Night Vision, Scent.

- Bomb Throwing, maybe kept but slowed down to parallel the MC's impaired extract progression? Brutality needs to be outright replaced.


Kierato wrote:
It may not really fit the alchemist, but you could give them telepathy/telekinesis.

Those would certainly be good options for Advanced Cognitogen.


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Well, you'd need to swap Brutality for Discovery, that'd keep your advancing in that area long the same power stream.

I'd swap Burly for Resolves: Half his level to all Wisdom checks do to his calm mind and strong sense of self. This includes Will saves.

I'd swap Nimble for Attractive: While not as strong minded as his Alter-Ego the Mind Chymist develops an ethereal beauty in his physical form that gives him half his Chymist levels as a bonus to all Charisma checks.

Obviously swap the Fort and Will saves.

Given that the bombs are based on Intelligence you could switch so that while the Mind Chymist gets MORE bombs per day (as an alchemist of his combined level) he doesn't gain the additional bomb damage. (Reversing the Master Chymist's pattern)

I'd swap the Draconic form with "Angelic/Demonic Form" in which the Alternate Form gains wings and a fly speed equal to 3X his land speed.

Switch Scent with Swift +10 land speed.

Maybe swap Feral with Resistant = Gains SR = Mind Chymist levels

Then swap Furious with Improved Resistant = Gains SR = Mind Chymist levels + 6 (Yes, I realize this caps it at SR 16, but you're not replacing a HUGE power)

I'd actually replace the Growth Mutation with Healthy = Gains Fast Healing 1 (doesn't seem like a lot but it's replacing a permanent 1st level spell)

You could replace Night vision and Evasion, but I don't really think you need too, same with Disguise and Dual-Mind, they both still work pretty well.

If you absolutely WANTED too.. Maybe swap Night Vision with Arcane Vision = Detect Magic for a number of rounds a day equal to his Intelligence score.

Anyway, those are just my 2 cents.


Let's try this.

First a new discovery, supporting the prestige class (feral mutagen is a requirement for master chymist, a counterpart was needed).

Clever Cognatogen: Whenever the alchemist imbibes a cognatogen, the damage dice for his bombs are increased by one die step.

MASTERMIND CHYMIST

Many alchemists seek to unleash their inner beast, transforming into hulking creatures of muscle and rage. Those who favor cognatogens follow a different path, one which sometimes leads to its own transformation: scaling the evolutionary ladder, massively boosting the powers of the mind at the expense of the increasingly useless body. These mastermind chymists quickly develop such rarefied mental faculties that their original personalities cannot cope with the strain; instead, new thoughts form new minds with goals their old, less-evolved selves can scarcely comprehend.

(Can't figure out how to format the level block properly, sorry.)

Level BAB Fort Ref Will Special Extracts per Day
1st +0 +0 +0 +1 Bomb-maker, cognatogenic form, cognify 2/day +1 level of alchemist
2nd +1 +1 +1 +1 Advanced cognatogen +1 level of alchemist
3rd +1 +1 +1 +2 Potency (+2) +1 level of alchemist
4th +2 +1 +1 +2 Advanced cognatogen +1 level of alchemist
5th +2 +2 +2 +3 Cognify 3/day +1 level of alchemist
6th +3 +2 +2 +3 Advanced cognatogen +1 level of alchemist
7th +3 +2 +2 +4 Potency (+4) +1 level of alchemist
8th +4 +3 +3 +4 Advanced cognatogen, cognify 4/day +1 level of alchemist
9th +4 +3 +3 +5 Potency (+6) +1 level of alchemist
10th +5 +3 +3 +5 Advanced cognatogen, cognify 5/day +1 level of alchemist

Alignment: A mastermind chymist actually has two alignments (see the cognatogenic form ability). The only restriction on these alignments is that they cannot be exactly the same.

Hit Die: d6.

REQUIREMENTS
To qualify to become a mastermind chymist, a character must fulfill all the following criteria.
Spells: Ability to create 3rd-level extracts.
Special: cognatogen class feature or discovery, clever cognatogen or infuse mutagen discovery.

CLASS SKILLS
The mastermind chymist’s class skills are Appraise (Int), Craft (any) (Int), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 6 + Int modifier.

CLASS FEATURES
The following are class features of the mastermind chymist prestige class.

Weapon and Armor Proficiency: A mastermind chymist gains no proficiency with any weapon or armor.
Extracts per Day: When a new mastermind chymist level is gained, a mastermind chymist gains new extracts per day as if she had also gained a level in alchemist. She does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.
Bomb-Maker (Ex): The use of bombs allows a mastermind chymist to keep violence at a comfortable distance. Add the character’s alchemist and mastermind chymist levels together to determine the number of bombs per day.
Cognatogenic Form (Ex): A mastermind chymist’s cognatogenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the cognatogenic potions she has consumed over the course of her career. The cognatogenic form shares memories and basic goals with the chymist’s normal personality but goes about meeting those goals in a different manner. The cognatogenic form is often withered and deformed and may even appear to be a different race or gender than her normal form; they may look as different as two unrelated people. Indeed, the cognatogenic form often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego’s limited time in existence often makes this difficult). The cognatogenic form even has his or her own alignment (which is selected by the player, but must be different from the mastermind chymist’s normal alignment). The change in alignment only affects the mastermind chymist while in her cognatogenic form.
Example: Zandur is a chaotic neutral goblin alchemist 7/mastermind chymist 4. His cognatogenic form is a shrunken, large-brained creature called Meekon. Meekon is neutral good, and more interested in advancing the goblin species to his own level than killing dogs and horses. Meekon is aware he exists only when called on by Zandur, but seeks to escape the madness of his tribe and pursue his experiments in peace during the hours he exists. Meekon does not dislike Zandur, but feels his goblin mind is too insane and self-destructive to have any positive influence in the world. As Zandur, the character detects as chaotic and is affected as a chaotic character by spells with effects that vary by alignment; as Meekon, the same character is good, is not revealed by a detect chaos spell, and is treated as good for all spells and effects.
Cognify (Su): At 1st level, as a result of repeated exposure to her cognatogens, the mastermind chymist can now assume a cognatogenic form twice per day without imbibing her cognatogen. In this form, she gains all the bonuses and penalties of her cognatogen and adds together her alchemist and mastermind chymist levels together to determine her effective alchemist level for the duration of this form. Using a cognatogen also forces the chymist into this form. Taking a cognatogen or using the cognify ability again while in her cognatogenic form works normally (with the new cognatogen’s modifiers replacing the current modifiers, and the longer duration taking precedent). The chymist remains in her cognatogenic form until its duration expires, her magic is interrupted (as with an antimagic field), or she expends another use of her cognify ability.
A chymist may be forced to take her cognatogenic form against her will by stress or damage. Anytime the character is in her normal form and has daily uses of the cognify ability available, she may be forced to switch after suffering a critical hit or failing a Fortitude save. In these situations the chymist must make a DC 25 Will save; if she fails, on her next turn she uses a standard action to change to her cognatogenic form (which counts as a use of the cognify ability).
At 5th level, the mastermind chymist can assume her cognatogenic form three times per day; this increases to four times per day at 8th level and five times per day at 10th level.
Advanced Cognatogen (Su): At 2nd level, the cognatogenic form of the mastermind chymist continues to evolve and develop as she grows in power. The mastermind chymist selects an advanced cognatogen, a power that changes how her cognatogen form works or can only be accessed in her cognatogenic form. She gains additional advanced cognatogens at 4th, 6th, 8th, and 10th level. The chymist cannot select the same advanced cognatogen more than once.
Clever Cognatogen (Ex): This cognatogen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced cognatogens.
Cunning cognatogen (Ex): The damage dice for the mastermind chymist’s bombs increase by one die step. The character must have an effective alchemist level (alchemist level plus mastermind chymist level) of at least 11 and must have the clever cognatogen discovery or advanced cognatogen to select this ability.
Disguise (Ex): When in her cognatogenic form, the chymist can temporarily change her appearance to her normal form and still retain most of the abilities of her cognatogenic form. As a standard action, she may make a Will saving throw (DC 20) to assume the appearance of her normal form for one minute. Each additional minute beyond the first requires a new saving throw with a +1 increase to the DC. Failure means the chymist assumes her normal form (as if ending the use of cognatogenic form) or reverts fully to her cognatogenic form. At any time while using this ability, the chymist can resume her normal form as a standard action or relax her will and revert to her cognatogenic form as a free action. Once this ability ends, the chymist cannot use it again until 10 minutes have passed. Obvious physical changes in cognatogenic form such as psychic cognatogen, feral cognatogen, and wizened cognatogen do not work while the chymist is disguised in her normal form. Time spent disguised counts toward the chymist’s time in her cognatogenic form.
Dual Mind (Ex): The chymist’s alter ego gives her a +2 bonus on Will saving throws in her normal and cognatogenic forms. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC; if she succeeds, she is free of the effect (as if she had made her original save) and immediately changes to her cognatogenic form or back to her normal form. If she has no more uses of the cognify ability remaining for the day, she cannot use dual mind. The character must have an effective alchemist level (alchemist level plus mastermind chymist levels) of at least 10 to select this ability.
Extended Cognatogen (Ex): The duration of the mastermind chymist’s cognification is doubled.
Grand Cognatogen (Ex): This cognatogen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced cognatogens. The character must have an effective alchemist level (alchemist level plus mastermind chymist levels) of at least 16 and must have the clever cognatogen discovery or advanced cognatogen to select this ability.
Greater Cognatogen (Ex): This cognatogen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced cognatogens. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 12 and must have the clever cognatogen discovery or advanced cognatogen to select this ability.
Levitation (Su): The mastermind chymist gains a fly speed equal to half her land speed while in cognatogenic form. The character must know the levitate extract to select this ability.
Mesmeric (Ex): The mastermind chymist’s sheer force of personality gives her an alchemical bonus on all Charisma checks and Charisma skill checks. The bonus is equal to half the mastermind chymist’s class level.
Psychic Cognatogen (Su): When the chymist assumes her cognatogenic form, she gains a visibly enlarged skull and braincase. The chymist chooses one energy type when selecting this advanced cognatogen; once selected, this choice cannot be changed. The chymist gains resistance 20 to the energy type. The chymist can manifest a psionic blast dealing 8d8 points of damage (Will half, DC 10 + the chymist’s class level + the chymist’s Intelligence modifier); she may use her psionic blast once per transformation into her cognatogenic form. The character must have an effective alchemist level (alchemist level plus mastermind chymist levels) of at least 16 and must have the clever cognatogen discovery or advanced cognatogen to select this ability.
Resolve (Ex): In her cognatogenic form, the mastermind chymist’s strengthened sense of self gives her an alchemical bonus on Wisdom checks and Wisdom-based skill checks as well as a bonus to Will saves. The bonus is equal to half the mastermind chymist’s class level.
Restoring Change (Su): When the chymist assumes her cognatogenic form or returns to her normal form from her cognatogenic form, she heals a number of hit points equal to 1d8 + her character level.
Telekinetic Cognatogen (Su): The mastermind chymist may cast telekinesis at will while in cognatogenic form.
Telepathic Cognatogen (Ex): The mastermind chymist may cast detect thoughts and telepathic bond at will in her cognatogenic form. The character must know the detect thoughts extract to select this ability.
Wizened Cognatogen (Su): When the mastermind chymist assumes her cognatogenic form, she decreases one size category, as if under the effects of a reduce person spell. The character must have an effective alchemist level (alchemist level plus mastermind chymist level) of at least 16 and must know the reduce person or polymorph extract to select this ability.
Potency (Ex): At 3rd level, a mastermind chymist’s enhanced mentality bleeds over into her magical reserve, allowing her to create more powerful bombs. At 3rd level, a chymist in her cognatogenic form deals +2 damage with damage-dealing bombs. This bonus increases to +4 at 7th level and to +6 at 9th level.

...So the mastermind doesn't get more dice per bomb, and accuracy suffers, but the number of bombs/day keeps pace with single-classed alchemists and the dice get as many as two steps bigger. Does all this sound reasonable?


Perhaps you might want to add some sort of Leadership enhancing option. Someone with that sort of obvious intelligence and charisma would naturally attract followers. This class screams criminal mastermind in the vein of Dr Mabuse!

I had a similar idea to the one you expressed here, but my inspiration was The Leader from the Hulk comics. Marvelman is MUCH cooler though.


Robert Cameron wrote:

Perhaps you might want to add some sort of Leadership enhancing option. Someone with that sort of obvious intelligence and charisma would naturally attract followers. This class screams criminal mastermind in the vein of Dr Mabuse!

I had a similar idea to the one you expressed here, but my inspiration was The Leader from the Hulk comics. Marvelman is MUCH cooler though.

The difficulty is that I don't want it to have more options than the master chymist. As it is, enhanced charisma should already provide some nice leadership score benefits (especially if you wait until 14th level alchemist before prestiging, effectively allowing you to stay in cognified form for the rest of your career ^.^ ).

EDIT: Perhaps Mesmeric could also add directly to Leadership score? Extra followers would answer only to the cognified personality.


Oh, and here's a new Grand Discovery that really should have been in Ultimate Magic:

True Cognatogen: The alchemist’s cognatogen now grants a +8 natural armor bonus and a +8 alchemical bonus to Intelligence, Wisdom, and Charisma. The alchemist takes a –2 penalty to his Strength, Constitution, and Dexterity as long as the cognatogen persists (see Mutagen). An alchemist must possess the grand cognatogen discovery before selecting this discovery.


And for extra fun, take a level of this AND a level of Master Chymist. Congratulations, you're now Evolvo of the Heroes of Lallor!


an idea:
the mindchemyst treats the intelligence bonus he gains as a permanent bonus (it disappears after the cognetogen as usual) and thus can gain skill ranks like with a headband of intelligence, the only difference being that he has to choose knowledge skills (or similar skills with GM approval, like spellcraft), also once the skills are chosen, they can't be changed. The first 2 int bonus always adds to the same skill, as to the next two, etc.

also, it feels a bit weird that the mindchemyst has the same mechanics that forces him to change form. Anyhow, there is really a lack for such a a prestige class.

Dark Archive

i'd change this

A chymist may be forced to take her cognatogenic form against her will by stress or damage. Anytime the character is in her normal form and has daily uses of the cognify ability available, she may be forced to switch after suffering a critical hit or failing a *Will* save. In these situations the chymist must make a DC 25 *Fort* save; if she fails, on her next turn she uses a standard action to change to her cognatogenic form (which counts as a use of the cognify ability).


MASTERMIND CHYMIST version 2

Many alchemists seek to unleash their inner beast, transforming into hulking creatures of muscle and rage. Those who favor cognatogens follow a different path, one which sometimes leads to its own transformation: scaling the evolutionary ladder, massively boosting the powers of the mind at the expense of the increasingly useless body. These mastermind chymists quickly develop such rarefied mental faculties that their original personalities cannot cope with the strain; instead, new thoughts form new minds with goals their old, less-evolved selves can scarcely comprehend.

(Can't figure out how to format the level block properly, sorry.)

Level BAB Fort Ref Will Special Extracts per Day
1st +0 +0 +0 +1 Bomb-maker, cognatogenic form, cognify 2/day +1 level of alchemist
2nd +1 +1 +1 +1 Advanced cognatogen +1 level of alchemist
3rd +2 +1 +1 +2 Potency (+2) +1 level of alchemist
4th +3 +1 +1 +2 Advanced cognatogen +1 level of alchemist
5th +3 +2 +2 +3 Cognify 3/day +1 level of alchemist
6th +4 +2 +2 +3 Advanced cognatogen +1 level of alchemist
7th +5 +2 +2 +4 Potency (+4) +1 level of alchemist
8th +6 +3 +3 +4 Advanced cognatogen, cognify 4/day +1 level of alchemist
9th +6 +3 +3 +5 Potency (+6) +1 level of alchemist
10th +7 +3 +3 +5 Advanced cognatogen, cognify 5/day +1 level of alchemist

Alignment: A mastermind chymist actually has two alignments (see the cognatogenic form ability). The only restriction on these alignments is that they cannot be exactly the same.

Hit Die: d6.

REQUIREMENTS
To qualify to become a mastermind chymist, a character must fulfill all the following criteria.
Spells: Ability to create 3rd-level extracts.
Special: cognatogen class feature or discovery, clever cognatogen or infuse mutagen discovery.

CLASS SKILLS
The mastermind chymist’s class skills are Appraise (Int), Craft (any) (Int), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 6 + Int modifier.

CLASS FEATURES
The following are class features of the mastermind chymist prestige class.

Weapon and Armor Proficiency: A mastermind chymist gains no proficiency with any weapon or armor.
Extracts per Day: When a new mastermind chymist level is gained, a mastermind chymist gains new extracts per day as if she had also gained a level in alchemist. She does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.
Bomb-Maker (Ex): The use of bombs allows a mastermind chymist to keep violence at a comfortable distance. Add the character’s alchemist and mastermind chymist levels together to determine the number of bombs per day.
Cognatogenic Form (Ex): A mastermind chymist’s cognatogenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the cognatogenic potions she has consumed over the course of her career. The cognatogenic form shares memories and basic goals with the chymist’s normal personality but goes about meeting those goals in a different manner. The cognatogenic form is often withered and deformed and may even appear to be a different race or gender than her normal form; they may look as different as two unrelated people. Indeed, the cognatogenic form often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego’s limited time in existence often makes this difficult). The cognatogenic form even has his or her own alignment (which is selected by the player, but must be different from the mastermind chymist’s normal alignment). The change in alignment only affects the mastermind chymist while in her cognatogenic form.
Example: Zandur is a chaotic neutral goblin alchemist 7/mastermind chymist 4. His cognatogenic form is a shrunken, large-brained creature called Meekon. Meekon is neutral good, and more interested in advancing the goblin species to his own level than killing dogs and horses. Meekon is aware he exists only when called on by Zandur, but seeks to escape the madness of his tribe and pursue his experiments in peace during the hours he exists. Meekon does not dislike Zandur, but feels his goblin mind is too insane and self-destructive to have any positive influence in the world. As Zandur, the character detects as chaotic and is affected as a chaotic character by spells with effects that vary by alignment; as Meekon, the same character is good, is not revealed by a detect chaos spell, and is treated as good for all spells and effects.
Cognify (Su): At 1st level, as a result of repeated exposure to her cognatogens, the mastermind chymist can now assume a cognatogenic form twice per day without imbibing her cognatogen. In this form, she gains all the bonuses and penalties of her cognatogen and adds together her alchemist and mastermind chymist levels together to determine her effective alchemist level for the duration of this form. Using a cognatogen also forces the chymist into this form. Taking a cognatogen or using the cognify ability again while in her cognatogenic form works normally (with the new cognatogen’s modifiers replacing the current modifiers, and the longer duration taking precedent). The chymist remains in her cognatogenic form until its duration expires, her magic is interrupted (as with an antimagic field), or she expends another use of her cognify ability.
A chymist may be forced to take her cognatogenic form against her will by stress or damage. Anytime the character is in her normal form and has daily uses of the cognify ability available, she may be forced to switch after suffering a critical hit or failing a Will save. In these situations the chymist must make a DC 25 Fortitude save; if she fails, on her next turn she uses a standard action to change to her cognatogenic form (which counts as a use of the cognify ability).
At 5th level, the mastermind chymist can assume her cognatogenic form three times per day; this increases to four times per day at 8th level and five times per day at 10th level.
If the mastermind chymist has the persistent mutagen class ability, her cognatogen’s maximum intelligence bonus grants her skill ranks (as a headband of vast intelligence) that may only be used by the cognatogenic form. Once chosen, these skill ranks cannot be changed.
Advanced Cognatogen (Su): At 2nd level, the cognatogenic form of the mastermind chymist continues to evolve and develop as she grows in power. The mastermind chymist selects an advanced cognatogen, a power that changes how her cognatogen form works or can only be accessed in her cognatogenic form. She gains additional advanced cognatogens at 4th, 6th, 8th, and 10th level. The chymist cannot select the same advanced cognatogen more than once.
Clever Cognatogen (Ex): This cognatogen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced cognatogens.
Cunning cognatogen (Ex): The damage dice for the mastermind chymist’s bombs increase by one die step. The character must have an effective alchemist level (alchemist level plus mastermind chymist level) of at least 11 and must have the clever cognatogen discovery or advanced cognatogen to select this ability.
Disguise (Ex): When in her cognatogenic form, the chymist can temporarily change her appearance to her normal form and still retain most of the abilities of her cognatogenic form. As a standard action, she may make a Will saving throw (DC 20) to assume the appearance of her normal form for one minute. Each additional minute beyond the first requires a new saving throw with a +1 increase to the DC. Failure means the chymist assumes her normal form (as if ending the use of cognatogenic form) or reverts fully to her cognatogenic form. At any time while using this ability, the chymist can resume her normal form as a standard action or relax her will and revert to her cognatogenic form as a free action. Once this ability ends, the chymist cannot use it again until 10 minutes have passed. Obvious physical changes in cognatogenic form such as psychic cognatogen, feral cognatogen, and wizened cognatogen do not work while the chymist is disguised in her normal form. Time spent disguised counts toward the chymist’s time in her cognatogenic form.
Dual Mind (Ex): The chymist’s alter ego gives her a +2 bonus on Will saving throws in her normal and cognatogenic forms. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC; if she succeeds, she is free of the effect (as if she had made her original save) and immediately changes to her cognatogenic form or back to her normal form. If she has no more uses of the cognify ability remaining for the day, she cannot use dual mind. The character must have an effective alchemist level (alchemist level plus mastermind chymist levels) of at least 10 to select this ability.
Extended Cognatogen (Ex): The duration of the mastermind chymist’s cognification is doubled.
Grand Cognatogen (Ex): This cognatogen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced cognatogens. The character must have an effective alchemist level (alchemist level plus mastermind chymist levels) of at least 16 and must have the clever cognatogen discovery or advanced cognatogen to select this ability.
Greater Cognatogen (Ex): This cognatogen is identical to the alchemist discovery of the same name and counts as that discovery for the purpose of qualifying for other discoveries or advanced cognatogens. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 12 and must have the clever cognatogen discovery or advanced cognatogen to select this ability.
Levitation (Su): The mastermind chymist gains a fly speed equal to half her land speed while in cognatogenic form. The character must know the levitate extract to select this ability.
Mesmeric (Ex): The mastermind chymist’s sheer force of personality gives her an alchemical bonus on all Charisma checks and Charisma skill checks. The bonus is equal to half the mastermind chymist’s class level. If the chymist has the Leadership feat, the bonus is also applied to her Leadership score to determine the number of followers. Followers gained by this bonus regard the cognatogenic personality as their leader and may not be inclined to take orders from the original personality.
Psychic Cognatogen (Su): When the chymist assumes her cognatogenic form, she gains a visibly enlarged skull and braincase. The chymist chooses one energy type when selecting this advanced cognatogen; once selected, this choice cannot be changed. The chymist gains resistance 20 to the energy type. The chymist can manifest a psionic blast dealing 8d8 points of damage (Will half, DC 10 + the chymist’s class level + the chymist’s Intelligence modifier); she may use her psionic blast once per transformation into her cognatogenic form. The character must have an effective alchemist level (alchemist level plus mastermind chymist levels) of at least 16 and must have the clever cognatogen discovery or advanced cognatogen to select this ability.
Resolve (Ex): In her cognatogenic form, the mastermind chymist’s strengthened sense of self gives her an alchemical bonus on Wisdom checks and Wisdom-based skill checks as well as a bonus to Will saves. The bonus is equal to half the mastermind chymist’s class level.
Restoring Change (Su): When the chymist assumes her cognatogenic form or returns to her normal form from her cognatogenic form, she heals a number of hit points equal to 1d8 + her character level.
Telekinetic Cognatogen (Su): The mastermind chymist may cast telekinesis at will while in cognatogenic form.
Telepathic Cognatogen (Ex): The mastermind chymist may cast detect thoughts and telepathic bond at will in her cognatogenic form. The character must know the detect thoughts extract to select this ability.
Wizened Cognatogen (Su): When the mastermind chymist assumes her cognatogenic form, she decreases one size category, as if under the effects of a reduce person spell. The character must have an effective alchemist level (alchemist level plus mastermind chymist level) of at least 16 and must know the reduce person or polymorph extract to select this ability.
Potency (Ex): At 3rd level, a mastermind chymist’s enhanced mentality bleeds over into her magical reserve, allowing her to create more powerful bombs. At 3rd level, a chymist in her cognatogenic form deals +2 damage with damage-dealing bombs. This bonus increases to +4 at 7th level and to +6 at 9th level.

Decided to keep medium BAB for this build.

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