Mad Scientist Genius Extract Tables for your Convenience


Pathfinder First Edition General Discussion


One of my favorite archetypes from Horror Adventures, Mad Scientist, unfortunately requires a bit of advanced preparation to work. Fortunately, here are tables for each level of extract. Don't know if anybody else ever plans on using this archetype, but I certainly have a number of NPC's lined up for this, and want to make a PC Mad Scientist if I ever get a convenient chance.

2nd Level Extracts:
First roll (1d3-1)x10. Then add 1d10. Redo if the result is 30 until a valid result occurs.
1:Aid
2:Alchemical Allocation
3:Alter Self
4:Barkskin
5:Blur
6:Bull's Strength
7:Cat's Grace
8:Cure Moderate Wounds
9:Darkvision
10:Delay Poison
11:Detect Thoughts
12:Eagle's Splendor
13:Elemental Touche
14:False Life
15:Fire Breath
16:Fox's Cunning
17:Heroic Fortune
18:Invisibility
19:Levitate
20:Owl's Wisdom
21:Perceive Clues
22:Protection from Arrows
23:Resist Energy
24:Restoration (Lesser)
25:See Invisibility
26:Spider Climb
27:Transmute Potion to Poison
28:Undetectable Alignment
29:Vomit Swarm
3rd Level:
First Roll (1d3-1)x10 then add 1d10 or 1d4 if the result of the first roll is 20.
1:Absorbing Touch
2:Amplify Elixir
3:Arcane Sight
4:Beast Shape I
5:Bloodhound
6:Cure Serious Wounds
7:Displacement
8:Draconic Resevoir
9:Elemental Aura
10:Fly
11:Gaseous Form
12:Haste
13:Heroism
14:Nondetection
15:Protection from Energy
16:Rage
17:Remove Blindness/Deafness
18:Remove Curse
19:Remove Disease
20:Seek Thoughts
21:Thorn Body
22:Tongues
23:Water Breathing
4th Level:
Roll (1d3-1)+6 then add 1d6.
1:Air Walk
2:Arcane Eye
3:Beast Shape II
4:Cure Critical Wounds
5:Death Ward
6:Detonate
7:Discern Lies
8:Dragon's Breath
9:Elemental Body I
10:Fire Shield
11:Fluid Form
12:Freedom of Movement
13:Invisibility, Greater
14:Neutralize Poison
15:Restoration
16:Spell Immunity
17:Stoneskin
18:Universal Formula
5th level:
Roll (1d3-1)+5. Then add 1d10/2(minimum 1)
1:Beast Shape III
2:Contact Other Plane
3:Delayed Consumption
4:Dream
5:Elemental Boddy II
6:Elude Time
7:Magic Jar
8:Nightmare
9:Overland Flight
10:Planar Adaptation
11:Plant Shape I
12:Polymorph
13:Resurgent Transformation
14:Sending
15:Spell Resistance
6th Level:
Roll (1d3-1)+5 then add 1d10/2(minimum 1)
1:Analyze Dweomer
2:Beast Shape IV
3:Elemental Body III
4:Eyebite
5:Form of the Dragon I
6:Giant Form I
7:Heal
8:Mislead
9:Plant Shape II
10:Shadow Walk
11:Statue
12:Transformation
13:True Seeing
14:Twin Form
15:Wind Walk
Hope that these lists might help anyone else thinking of using this archetype.


I don't understand ypur random rolls for level 4 and above. At level 4, you say roll (1d3-1)+6. That will give a number between (1-1)+6=6 to (3-1)+6=8 if you then add a d6 to that it becomes 12 to 14.

Am I missing something?


I would think it might almost be easier to just roll 1d20, and reroll any of the results over the target. For the level 2 extracts (and probably 3,) I actually own d30s, so I would personally just use those. Solid otherwise.


turtle006 wrote:

I don't understand ypur random rolls for level 4 and above. At level 4, you say roll (1d3-1)+6. That will give a number between (1-1)+6=6 to (3-1)+6=8 if you then add a d6 to that it becomes 12 to 14.

Am I missing something?

Me being dumb and working too late at night. How's about

level 4:
Roll 1d3 and use the corresponding table rolling 1d6.

Table 1
1:Air Walk
2:Arcane Eye
3:Beast Shape II
4:Cure Critical Wounds
5:Death Ward
6:Detonate

Table 2
1:Discern Lies
2:Dragon's Breath
3:Elemental Body I
4:Fire Shield
5:Fluid Form
6:Freedom of Movement

Table 3
1:Invisibility, Greater
2:Neutralize Poison
3:Restoration
4:Spell Immunity
5:Stoneskin
6:Universal Formula

Level 5:
Roll 1d3 then roll 1d10/2 (minimum 1) for the corresponding table.

Table 1
1:Beast Shape III
2:Contact Other Plane
3:Delayed Consumption
4:Dream
5:Elemental Body II

Table 2
1:Elude Time
2:Magic Jar
3:Nightmare
4:Overland Flight
5:Planar Adaptation

Table 3
1:Plant Shape I
2:Polymorph
3:Resurgent Transformation
4:Sending
5:Spell Resistance

Level 6:
Roll 1d3 and then roll 1d10/2 (minimum 1) on the corresponding table.

Table 1
1:Analyze Dweomer
2:Beast Shape IV
3:Elemental Body III
4:Eyebite
5:Form of the Dragon I

Table 2
1:Giant Form I
2:Heal
3:Mislead
4:Plant Shape II
5:Shadow Walk

Table 3
1:Statue
2:Transformation
3:True Seeing
4:Twin Form
5:Wind Walk

That is closer to what I had on my index card in the first place. Thanks for catching the mistake, I really shouldn't work with numbers at night.


Paradozen wrote:
turtle006 wrote:

I don't understand ypur random rolls for level 4 and above. At level 4, you say roll (1d3-1)+6. That will give a number between (1-1)+6=6 to (3-1)+6=8 if you then add a d6 to that it becomes 12 to 14.

Am I missing something?

Me being dumb and working too late at night. How's about ** spoiler omitted **** spoiler omitted **** spoiler omitted **That is closer to what I had on my index card in the first place. Thanks for catching the mistake, I really shouldn't work with numbers at night.

That works a lot better than the "roll 1d20, reroll the higher numbers" idea.


pulseoptional wrote:
Paradozen wrote:
turtle006 wrote:

I don't understand ypur random rolls for level 4 and above. At level 4, you say roll (1d3-1)+6. That will give a number between (1-1)+6=6 to (3-1)+6=8 if you then add a d6 to that it becomes 12 to 14.

Am I missing something?

Me being dumb and working too late at night. How's about ** spoiler omitted **** spoiler omitted **** spoiler omitted **That is closer to what I had on my index card in the first place. Thanks for catching the mistake, I really shouldn't work with numbers at night.
That works a lot better than the "roll 1d20, reroll the higher numbers" idea.

That idea should work fairly well too, but if I had to reroll 2-3 times my players might get a bit nervous, especially if the npc rolled 3d20's, 2 of them being fairly high numbers, and detonate came up as the result.

The Exchange

wow, i was looking for these exact tables in this thread
thank you!


or if you're using a VTT you could just roll the correct dice without having to split it up, use multiple dice etc. i.e. roll a d29 for 2nd lvl extracts


Also, d30s do exist.


I have a d30, (also a d3, d7, d14, and d24) so I was more seeking clarification. I actually thought I was missing something.

Liberty's Edge

Wow thanks! I was literally going to skip playing this out of laziness

Grand Lodge

The tables suggested by Paradozen are great, but there are a few mistakes.

First, and I think it's just a typing mistake, for 4th, 5th and 6th level extracts, it's (1d3-1)x6, (1d3-1)x5 and (1d3-1)x5 instead of (1d3-1)+6, (1d3-1)+5 and (1d3-1)+5.

Then, the table suggested for 3rd level extracts is incorrect. I'm sure that the mad scientist is supposed to roll randomly in an equiprobable manner. If you use the rule: "First Roll (1d3-1)x10 then add 1d10 or 1d4 if the result of the first roll is 20 (reroll 24)", it's not equiprobable. Indeed, any number from 1 to 20 occurs about 3.63% of the time, and any number from 21 to 23 occurs about 9.09% of the time. It's a huge difference.

The best way to roll on the 3rd level extracts table is (1d4-1)*6 + 1d6 (reroll 24). To sum up, here is what I suggest (based on Paradozen's post):

2nd level: (1d3-1)*10 + 1d10 (reroll 30)
3rd level: (1d4-1)*6 + 1d6 (reroll 24)
4th level: (1d3-1)*6 + 1d6
5th and 6th levels: (1d3-1)*5 + 1d5

Of course, theses rolls need d3s and d5s. You have to use d6s and d10s to simulate them, but I don't think there's a best way to do it (if you don't want to buy a d3 or a d5).

Grand Lodge

PS: in the first list, Bear's endurance is missing and Heroic fortune shouldn't be there.

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