Alchemical Bloodline, help with number chrunching and the rule stuff?


Homebrew and House Rules

Silver Crusade

I'm going to make, or would like someone to help me make an Alchemical Bloodline.

I've got the fluff and a general idea of what I want them to be able to do.

Alchemical Bloodline.

You either come from a long line of Alchemists, or your mother was exposed to the potions of an Alchemist while she was pregnant with you. You have been born with a knack for potion brewing. You always seem to get more out of healing potions, and are rarely harmed by acid and poison.

Class Skill:
Craft (Potion)

Bonus Spells: Spells to do with acid, poison and transformation

Bloodline Arcana: Whenever you cast a destruction spell that is a single target spell, that spell behaves like a splash weapon.

Bloodline Powers:
Alchemy is part of your bloodline, and due to that you gain more healing from potions and less damage from poisons. As your strength grows, your body maintains a powerful inner balance and you are able to command your own inner workings.
By 20th level there should be some sort of alternate "Hulk form" that the sorc can use.

As you can see, it's really a Work in Progress, but I think it would be an awesome idea.


Mystic_Snowfang wrote:

Class Skill:

Craft (Potion)

But creating potions isn't a skill, it's a feat: Brew Potion. Craft (alchemy) makes more sense.

Quote:
Bloodline Arcana: Whenever you cast a destruction spell that is a single target spell, that spell behaves like a splash weapon.

How would you define "destruction spell"? One that does hitpoint damage? And if so: what about any secondary effects?

Quote:
By 20th level there should be some sort of alternate "Hulk form" that the sorc can use.

That makes it sound more like a "Master Chymist"-bloodline. Which might be a good idea, as it gives you a bit more focus.

RPG Superstar 2011 Top 8

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How about something like this:

Alchemical Bloodline

You either come from a long line of Alchemists, or your mother was exposed to the potions of an Alchemist while she was pregnant with you. You have been born with a knack for potion brewing. You always seem to get more out of healing potions, and are rarely harmed by acid and poison.

Class Skill: Heal.
Bonus Spells: enlarge person (3rd), alter self (5th), fireball* (7th), black tentacles (9th), transmute rock to mud (11th), flesh to stone (13th), statue (15th), polymorph any object (17th), meteor swarm* (19th).
*These spells always deal acid damage and the subtype of these spells changes to acid.

Bonus Feats: Agile Maneuvers, Brew Potion, Enlarge Spell, Great Fortitude, Improved Great Fortitude, Skill Focus (Craft [alchemy]), Spell Focus, Toughness.

Bloodline Arcana: Whenever you cast an area spell that deals hit point damage, creatures adjacent to the area take 1 damage per damage die of the spell. In addition, whenever you cast a spell that targets a single target and that deals hit point damage, that spell deals 1 damage per damage die of the spell to creatures adjacent to the target. Damage dealt by this ability matches that of the spell cast.

Bloodline Powers: Your ancestral immersion in alchemical reagent begets your focused magical talents.

Alchemical Goop (Sp): At 1st level, you can create a ball of alchemical goop and hurl it at targets within 30 feet. This goop acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The goop dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Alchemical Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to acid increases to 10 and your bonus on poison saving throws increases to +4.

Alchemical Fortitude (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Better Living Through Alchemy(Ex): At 15th level, pick one discovery from the alchemist’s discovery list. You may not select any discovery that relies on the bomb, extract, or mutagen special abilities unless you possess that ability, you otherwise do not need to meet the prerequisites for this discovery.

Eureka (Ex): At 20th level, you gain powerful alchemical knowledge. You gain immunity to acid and poison. You also learn one grand discovery from the alchemist’s grand discovery list, but you may not select any grand discovery that relies on the bomb, extract, or mutagen special abilities unless you possess that ability. You otherwise do not need to meet the prerequisites for this discovery.

RPG Superstar 2011 Top 8

I was thinking instead of the splash effect bloodline arcana, something like a +1 or 2 (or maybe even +1/2 sorcerer level) to the effective caster level of potions consumed would be more along what you were suggesting. That would explain why this bloodline gets more out of potions than other classes, and you'd see the benefit right away.

Also, bonus spells and feats need to be dialed in a bit more. I haven't looked at spells from other books yet, so there are probably better choices in the APG or Ultimate Magic.

I'd recommended against a "hulk" effect at 20th level. Melee combat is reeeeeally something your sorcerers are going to want to avoid.

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