MCA Blood Chemist


Homebrew and House Rules


Tread add Go to MCA IV.
p-class alchemist
s-class sorcerer

Blood Alchemist:
The idea behind this is a sorcerer that never got the rest of the super cool sorcerer spells and powers just the unending feeling that something more powerful lies in their blood.
(i have no ability to make ability names so)
lvl1 bomb:deal one die step down so d6s normally to d4s instead

lvl1 bloodline: the blood alchemist picks a blood line just like a sorcerer

lvl1 blood imprinted mutagen: whenever they use a mutagen or a cognatogen they also take a -2 to con with the normal penalty gain bloodline powers determined by the bloodline he picked and his level his alchemist level counts as his sorcerer level for all ability and replace cha mod with int mod (the alchemist can never chose to increase con with his mutagen)
this replaces poison resistance

lvl2 discoveries from blood: the alchemist may take any bloodline feat as a discovery

lvl6 power of blood:the blood alchemist can spill his own blood in order to get what he needs as a standard action he can willing take 1 con damage to make 2 bombs or as a full round action he can take 1 point of con damage per spell lvl to make one extract. unlike normale con damage it can be healed after one full day of rest or long term care)
this replace swift poisoning and bomb damage


Does she gain all the bloodline powers with the mutagen or only one at a time?


How about a alchemist discovery that gives the character the next tier bloodline power.


So the blood chemist only gains the bloodline powers using the mutagen? What about allowing higher level discoveries to allow for additional bloodlines to be chosen.


I'd give Create Sanguine Elixir as a granted ability.


From what changes you've listed, here's the current class table;

Table: Blood Chemist
Level Base Attack Bonus Fort Save Ref Save Will Save Special Extracts per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Alchemy, bomb 1d4, bloodline, blood-imprinted mutagen, brew potion, mutagen, throw anything 1 — — — — —
2nd +1 +3 +3 +0 Discovery, discoveries from blood, poison use 2 — — — — —
3rd +2 +3 +3 +1 Bomb 2d4, swift alchemy 3 — — — — —
4th +3 +4 +4 +1 Discovery 3 1 — — — —
5th +3 +4 +4 +1 Bomb 3d4 4 2 — — — —
6th +4 +5 +5 +2 Discovery, power of blood 4 3 — — — —
7th +5 +5 +5 +2 Bomb 4d4 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery, 4 4 2 — — —
9th +6/+1 +6 +6 +3 Bomb 5d4 5 4 3 — — —
10th +7/+2 +7 +7 +3 Discovery 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Bomb 6d4 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bomb 7d4 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery, persistent mutagen 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Bomb 8d4 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Bomb 9d4 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant alchemy 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 10d4 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand Discovery 5 5 5 5 5 5


Bardess wrote:
Does she gain all the bloodline powers with the mutagen or only one at a time?

all the one he/she gained threw leveling


Alfray Stryke wrote:
From what changes you've listed, here's the current class table

+1 to you

sorry i did not get around to it


If I'm reading this correctly you'd gain access to bloodline powers at the same level as a sorcerer, except you'd only have them while under the effects of your mutagen?

Do you gain the bloodline skill as a class skill?

I'd suggest considering losing swift alchemy, poison use and instant alchemy for some appropriate abilities.


that was the idea with the mutagen all though it seems a bit weak there are some abilities that are really strong

I did think of the skill thing but there is a lot of skills the alchemist already have. so i thought the stander MCA 3 skills from the 2nd class thing would probably be best. although the alchemist being a skill monkey means there not much of a chose either

I would like to trade more but thought more simple would be best for a rough draft


I would suggest the following, and will post a complete write-up later.

Blood Chemist Changes:

1) remove bloodline and blood-imprint mutagen from the advancement table. All you need to do is rename mutagen to "blood mutagen". Then you include all the parameters of the blood mutagen (bloodline, functionality, etc.) in that entry. makes it clean and streamlined.

2) For Blood Mutagen, it only grants the 1st level and 3rd level bloodline powers. Gains the 1st-level power at 1st level, and the 3rd-level power at say 5th or 6th. Then you make two new discoveries: Greater Blood Mutagen (this grants the 9th level power at the level you can normally chose Greater Mutagen, so at 12th) and Grand Blood Mutagen (grants 15th level power at the same level grand mutagen can be chosen, so at 16th). This way the advancement works in the framework of the alchemist class that has been already established.

3) New Ability called "Blood Infusion" or something, so that the Blood Chemist can bleed himself for 1 point of bleed damage, adds it to an elixir or bomb, the duration of that elixir is increased by a number rounds/minutes equal to his Int mod, and bomb damage (for that single bomb) is increased by his Int mod. In fact this could probably just be a new MCA only feat. Nah, swap swift alchemy and probably give a daily usage, say In mod per day.

4) Change “Poison Resistance” to Disease Resistance, since he’s manipulation his blood and experimenting with it. I think it’s much more thematic than poison resistance. But then, you could consider poison resistance vs. “blood poisoning”. But I still think the disease resistance is more flavorful.

5) Keep poison use and include “blood use” in the explanation, and the Blood Chemist’s blood functions as a very MINOR disease effect due to his constant blood exposure and experimentation. His blood could then be applied to any slashing/piercing weapon by taking 1 point of bleed damage. This could cause anyone that is hit with the blood tainted weapon to contract the “disease”. We’d keep swift poisoning too.

Then we create a new “Blood Contagion” or “Sanguine Contagion” discovery that allows the Blood Chemist to choose a single disease that his blood functions as, from a restricted list of course, and some with level restrictions. This would be a discovery that can be chosen only once, because once the blood has mutated into a particular disease effect, he can’t choose another one. Swap for Throw Anything.

Then as a new Grand discovery, he can choose to enhance his blood-born disease into a super disease. Say increasing the numerical values of the disease, like damage, incubation, save DC, etc.

6) With the blood theme and his manipulation of his own blood chemistry, we should grant him a resistance to bleed damage too. Sort of like a super clotting factor where bleed damage only lasts a maximum number of rounds, or maybe only 1 round period.

7) Keep discoveries as is, but just add in that you can choose your bloodline feats in place of a discovery. The swap for a feat instead of a discovery is an inherent swap, so no need to swap another ability for the right to choose bloodline feats (ie. poison use).

*Also, allow him to choose Create Sanguine Elixir as a bonus feat, using his MCA level as his sorcerer level for prerequ’s. I don’t think it should be given to him outright, but doing this allows him to qualify for it more easily.

8) These changes remove the need for Discoveries from Blood, and Power of Blood. We've thematically swapped out swift alchemy (still need one for instant alchemy for something else). If you wanted to keep your Power of Blood ability. I don’t think bleeding to make more of something or something quicker is in theme here, personally. I think it would be more appropriate for “Power” of blood to increase the power level or effect of things, such as increasing the save DC of an elixir or bomb by +1, or whatever. In fact, perhaps we could just roll this ability into “Blood Infusion” above, or keep it named Power of Blood. That would be better. We’d just need to be specific as to the beneficial parameters of the Con damage or bleed damage.

So this would then change your Table to the following

Table: Blood Chemist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +2 +0 Alchemy, bomb 1d4, brew potion, blood mutagen, 1 — — — — —
sanguine contagion
2nd +1 +3 +3 +0 Discovery, disease resistance +2, poison use 2 — — — — —
3rd +2 +3 +3 +1 Bomb 2d4, infusion of blood/power of blood 3 — — — — —
4th +3 +4 +4 +1 Discovery 3 1 — — — —
5th +3 +4 +4 +1 Bomb 3d4, disease resistance +4 4 2 — — — —
6th +4 +5 +5 +2 Discovery, swift poisoning 4 3 — — — —
7th +5 +5 +5 +2 Bomb 4d4 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery, disease resistance +6 4 4 2 — — —
9th +6/+1 +6 +6 +3 Bomb 5d4 5 4 3 — — —
10th +7/+2 +7 +7 +3 Discovery, disease immunity 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Bomb 6d4 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bomb 7d4 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery, persistent mutagen 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Bomb 8d4 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Bomb 9d4 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant alchemy (swap for something else?) 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 10d4 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand discovery 5 5 5 5 5 5


Elghinn Lightbringer wrote:
things that prove he is better at this then me

1)agreed

2)i would not like to make a really pinpoint discovery maybe just take the the discoveries at those levels
3)i do like it but would add something like that if the MCA was underpower
4)could see that either way
5)did not think about it would be a good add
6)maybe this instead of disease resistance may be building up fort saves to ability damage and bleed
7)allright
8)maybe the elixir part of the "power from blood" lvl 16 might be right right for the power of it "better buying" an extra spell when you need it would be pretty powerful

thanks for the look at


Just a note to everyone, future MCAs should remain on the main thread (or you may not see any of us on them and you're on your own). Otherwise, there is going to be a million small little MCA threads everywhere. I think #MCA NAme is working well on the main thread.


ya i jumped the gun my bad


OK, with Kyras's comments, I've written up the Blood Chemist.

BLOOD CHEMIST:

Primary Class: Alchemist.
Secondary Class: Sorcerer.
Hit Dice: d8.

Bonus Skills and Ranks: The blood chemist may select three sorcerer skills to add to his class skills in addition to the normal alchemist class skills. A blood chemist gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The blood chemist is proficient with all simple weapons and bombs, with light armor, but not with shields.

Blood Mutagen (Su): At 1st level, a blood chemist discovers how to create a blood mutagen that he can imbibe in order to gain the benefits of a single sorcerer’s bloodline. It takes 1 hour to brew a dose of blood mutagen, and once brewed, it remains potent until used. A blood chemist can only maintain one dose of blood mutagen at a time—if he brews a second dose, any existing blood mutagen becomes inert. As with an extract or bomb, a mutagen that is not in a blood chemist’s possession becomes inert until a blood chemist picks it up again.

When a blood chemist first brews a blood mutagen, he selects one sorcerer’s bloodline (including wildblooded). Once the bloodline is chosen, it cannot be changed. It’s a standard action to drink a mutagen. Upon being imbibed, the blood mutagen grants the blood chemist his first bloodline power for 10 minutes per blood chemist level. A blood chemist uses his Intelligence instead of charisma to determine any bloodline power effects.

A non-blood chemist who drinks a blood mutagen must make a Fortitude save (DC 10 + 1/2 the blood chemist’s level + the blood chemist’s Intelligence modifier) or become nauseated for 1 hour—a non-blood chemist can never gain the benefit of a blood mutagen, but a blood chemist can gain the effects of another blood chemist’s mutagen if he drinks it. (Although if the other blood chemist creates a different blood mutagen, the effects of the “stolen” blood mutagen immediately cease.) The effects of a blood mutagen do not stack. Whenever a blood chemist drinks a blood mutagen, the effects of any previous blood mutagen immediately end.

At 6th level, upon imbibing his blood mutagen, it grants the blood chemist both his first and second bloodline powers for 10 minutes per blood chemist level. This ability replaces mutagen.

Tainted Blood (Ex): A blood chemist has manipulated his own blood chemistry to such a degree, that it has become tainted. Any creature that bites or imbibes the blood of the blood chemist must make a Fortitude saving throw or be sickened for 1d4 rounds. Should any creature make a melee attack against the blood chemist with a slashing or piercing weapon without reach, the creature must make a Reflex save to avoid being splattered with blood. If the creature fails this Reflex save, it is forced to make the above Fortitude save. The blood chemist does not suffer the effect of the contaminant of his own blood. This ability replaces throw anything.

Discoveries (Su): This is exactly like the alchemist ability of the same name, except that whenever a blood chemist of 6th level or higher could choose a discovery, he can select a bonus feat from his list of bloodline feats instead. A blood chemist may only select a bonus feat in place of a discovery up to three times. The blood chemist may only select a bonus feat three times and must meet the prerequisites for these bonus feats.

In addition, a blood chemist can select the Create Sanguine Elixir as either a bonus feat ot normal feat, and counts his blood chemist level as his sorcerer level when qualifying for it.

Disease Resistance (Ex): At 2nd level, gains a +2 bonus on all saving throws against diseases. This bonus increases to +4 at 5th level and then again to +6 at 8th level. At 10th level, a blood chemist becomes completely immune to disease.

Poison Use (Ex): This exactly like the alchemist ability of the same name, except that the blood chemist may also apply his own blood to a slashing or piercing weapon as a move action. Applying his blood to a weapon in this manner requires that the blood chemist deal 1 point of bleed damage with the slashing or piercing weapon.

Swift Clotting (Ex): At 3rd level, a blood chemist’s enhanced blood chemistry has thickened his blood, allowing it to quickly coagulate and stop bleeding. He only takes bleed damage for 1 minute.

Blood Extracts (Su): Starting at 4th level, a blood chemist can use his own life’s blood to create bloodline extracts. By taking 1 point of Strength or Constitution damage, plus a number of hit points equal to the extract’s level, a blood chemist can create an extract from any bloodline spell that he has access to. He gains access to his first bloodline spell at 4th level and each subsequent spell every three levels thereafter, up to sixth spell at 19th level. Unlike normal ability and hit point damage, those inflicted by blood extracts can be healed only after a full days rest or long term care, and not by magical means. He can use this ability a number of times per day equal to his Intelligence modifier. This ability replaces the lost bomb damage dice and the discovery gained at 4th level.

Swift Poisoning (Ex): This is exactly like the alchemist ability of the same name, except that the blood chemist may also apply his own blood to a slashing or piercing weapon as a swift action. Applying his blood to a weapon in this manner deals 2 points of bleed damage.

Greater Blood Mutagen (Su): At 12th level, upon imbibing his blood mutagen, it grants the blood chemist his first, second, and third bloodline powers for 10 minutes per blood chemist level. This ability replaces the discovery gained at 12th level.

Grand Blood Mutagen (Su): At 16th level, upon imbibing his blood mutagen, it grants the blood chemist his first, second, third, and fourth bloodline powers for 10 minutes per blood chemist level. This ability replaces the discovery gained at 16th level.

Instant Clotting (Ex): At 18th level, a blood chemist only takes bleed damage for 1 round. This ability replaces instant alchemy.

Grand Discovery (Su): This is exactly like the alchemist ability of the same name, except that a blood chemist may select the contagion touch grand discovery.

Table: Blood Chemist
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +2 +0 Alchemy, bomb 1d4, brew potion, blood mutagen, 1 — — — — —
tainted blood
2nd +1 +3 +3 +0 Discovery, disease resistance +2, poison use 2 — — — — —
3rd +2 +3 +3 +1 Bomb 2d4, swift clotting 3 — — — — —
4th +3 +4 +4 +1 Blood extracts, discovery 3 1 — — — —
5th +3 +4 +4 +1 Bomb 3d4, disease resistance +4 4 2 — — — —
6th +4 +5 +5 +2 Discovery, swift poisoning 4 3 — — — —
7th +5 +5 +5 +2 Bomb 4d4 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery, disease resistance +6 4 4 2 — — —
9th +6/+1 +6 +6 +3 Bomb 5d4 5 4 3 — — —
10th +7/+2 +7 +7 +3 Discovery, disease immunity 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Bomb 6d4 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Greater blood mutagen 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bomb 7d4 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery, persistent mutagen 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Bomb 8d4 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 Grand blood mutagen 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Bomb 9d4 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery, instant clotting 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Bomb 10d4 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand discovery 5 5 5 5 5 5

NEW DISCOVERIES:

The following new discoveries may only be chosen by the blood chemist.

Blood Bomb
A blood chemist can mix some of his blood with his bombs.
Prerequisite: Blood chemist 4, blood taint.
Benefit: The blood chemist can infuse a bomb with a bit of his blood. By taking 1d6 points of damage, any creature hit by a blood chemist’s bomb must make a Fortitude saving throw or be sickened for 1d4 rounds.
Special: If a blood chemist has the blood contagion, persistent contagion, or virulent contagion discoveries, their effects are also contracted by any creatures hit by the bomb.

Blood Contagion
A blood chemist’s tainted blood mutates into a deadly disease.
Prerequisite: Blood chemist 8, blood taint.
Benefit: The blood chemist’s blood changes into a true contagion and functions as one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. Once chosen, it cannot be changed. Any creature that bites the blood chemist, or imbibes or comes in contact with the blood chemist’s blood is subject to the disease’s effects as normal. For more information see Diseases.

Persistent Contagion
The blood chemist’s blood contagion is difficult to cure.
Prerequisite: Blood chemist 14, blood contagion discovery.
Benefit: The disease from a blood chemist’s blood contagion cannot be overcome without magic—making the required number of saves does not cure it. Only a remove disease spell or similar magic can cure the subject of the disease.

Virulent Contagion
The blood chemist’s blood contagion becomes extremely potent.
Prerequisite: Blood chemist 14, blood contagion discovery.
Benefit: The disease from a blood chemist’s blood contagion is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information see Diseases.

NEW GRAND DISCOVERIES:

The following new grand discoveries may be chosen by the blood chemist.

Contagion Touch
Any creature a blood chemist touches contracts a deadly disease.
Prerequisite: Grand discovery, blood contagion discovery.
Benefit: The blood chemist’s tainted blood grants him a contagious touch, as if under the effects of a contagion spell. However, a creature subject to a contagion touch can only contract the disease carried by his blood contagion. He can suppress or activate this ability as a free action.


wow ya looks awesome i feel like you add more possible backstories for this archetype while keeping the one i used to make it in the first place
can't wait to see it on the website. thanks so much for the help


You're welcome. I think it turned out quite well.

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