
Worldheart Design |

Here is a new archetype, currently finished except for a few last abilities, notably the Living Brew Table and Abilities as well as the Lingering Alcohol ability (which is essentially persistent mutagen.)
The brewing academy of Casker Hill is the home of these strange alchemists and are part of a very fun and interesting storyline. Let's just hope someone on your team has a taste for fine brews and the constitution to survive them!
Let us know what you think!

Pendin Fust |

I feel like the whole "alchemist brews cannot be imbibed by another" thing is already done with the base class...it'd be interesting to see an alchemist who relies on forcing his enemies to imbibe to imbue negative effects.
Having said that...
Breath Birchbeer - Allows Alcomancer to breathe a 15ft cone of fire/ice/electric for X rounds/2 levels.
Noxiuous Intoxicant - Allows Alcomancer to breathe a Naueseating Fog for X rounds/2 levels.

Worldheart Design |

The living brew is missing. The table isn't there, nor are the stats.
It's also pretty weak as written unless the living brew is very powerful. Some of the brews just do one aspect of what the mutagen normally can do from level 1.
As mentioned, the Living Brew isn't there yet.
We just wanted to put it up to get some discussion on the idea.
And we were considering making the Alcomancer do the opposite and weaken an enemy with his alcohols but we weren't sure how to balance it as easily.
Any opinions or help would be very helpful.
And the Living Brew is on its way, we're still wrangling the damn thing into its jar.
EDIT: As well, the Living Brew is indeed its key feature, seeing as it replaces the bombs and discoveries. Think of it as a unique cross between an eidolon and animal companion, except its an elemental formed of alcohol.

Pendin Fust |

As it is, I always find the Alchemist at higher levels has a pretty easy time of effects with his bombs. Maybe something like UC's Deceptive Exchange as a class feature X times per day plus Int bonus (replacing the X bombs per day). This would allow for the exchange. Not sure though how to handle them drinking it. Maybe a will save for drinking it? If they don't drink it, it is still an alcohol and can be ignited....
If they do make them drink, there would have to be saves in line with the various poisons, but the DC would be increased with Int or Wis.
Hmm...need to think on this. Maybe the alcohol has vapors that even if not imbibed can inflict a lesser version of the effect with an unsuccessful save.