
McDaygo |

So I was/am a huge fan of the RIFTs setting (the system itself is with a lot of flaws the but setting is amazing) and one of my favorite classes was the Juicer. So I had the idea of a Juicer being an alchemist experimentation.
I'll list the RIFTS stat boosts are and what I am asking is what the PF boost should be.
1) Super Endurance.
Rifts: +1d4x100 SDC, +1d4 x 10 HP, 2d6 PE. Can lift & carry 4x more than normal person. Can last 10 times longer before feeling effects of exhaustion. Can remain alert and operate at full efficiency for up to 5 days without sleep. Requires only 3 hours a sleep a Day.
Pathfinder equivalent: +4 Natural Armor, +1d4 x 10 hp, +2 CON. Can lift & carry 4x more than normal person. Can last 10 times longer before feeling effects of exhaustion. Can remain alert and operate at full efficiency for up to 5 days without sleep. Requires only 3 hours a sleep a Day.
2) Super Strength.
Rifts: +2d6 PS (Minimum ps 22)
Pathfinder equivalent: +2 STR, if STR is under 22 Adjust up to 22
3) Super Speed
Rifts: +2d4x10 to spd. Can leap 30 ft across after short run, 20 ft high. half distance from dead stop.
pathfinder equivalent: add add 2d4x10 to ground movement speed.
4) Super reflexes and reaction time
RIFTS: +2d4 to PP, +2 attacks per melee, +4 i initiative, +2 perception rolls, Automatic dodge
Pathfinder equivalent: +2 to DEX, Bonus feat: Improved initiative, improved evasion
5) Saving throws
skip RIFTS uses saves PF doesn't
6) Enhanced healing
RIFTS: Heals 4 ties faster
Pathfinder: when resting recover 4x more hp
7) Penalties
RIFTS: Can't sleep without sedative. Half attack bonus first round of combat only (harness needs a moment to pump drugs), lifespan humans 5 years 4d6 months. no magic healing
pathfinder: Trouble sleeping, half bonuses first round of combat. Life span for humans 5+1d4 years (Humans), long lived races like elves 25+1d20 years. No magic healing. Alchemical process blocks magic.
thoughts? how would you tune it up?

yukongil |

so there's a couple of ways to do this
the easy way; make him a Monk. Super fast reflexes, heightened number of attacks, base speed, ki tricks that can mimic their insane endurance and other physical traits, etc... just reskin/rename and go
you can also reskin the alchemist, instead of a Alchemist's Belt, give him a Infusion Harness that carries his infusions for the day; Haste, Expeditious Retreat, Bull's Strength, Cat's Grace, Bear's Endurance, Heroism, etc...
if those don't suit your needs, as a mini-boss/NPC, I'd just set his stats at what you think are super-human levels and not worry about a system, unless it's something you want your players to get a hold of. Give him a Flurry of Blows feature, fast movement, Uncanny Dodge, Evasion, and some DR and go about your business.
However, I advise a conversion like what you've done so far as the Rifts system (if we are being nice and calling it that) is wholly incompatible with DnD/Pathfinder, mostly because of the CR system. If you truly made a Juicer in Pathfinder, it'd be really hard to come in under CR 20, given they'd have close to 500 hp base (Rifts/Palladium has essentially the same damage scale as Pathfinder, but this would essentially be an SDC setting at which point Juicer's are gods) and defenses that'd make Cthulu cry (a dude that can auto dodge all attacks with enough pluses to make even laser fire miss is going to have one hell of an AC)

Meirril |
Umm...yeah. no.
My own feelings about it: Give the 'juicer' a belt of perfection +6, and an Everwake Amulet. If this strikes you as wrong then just make it an 'alchemical process' that imbues the user with the same benefits as the items combined properties at double the GP cost.
Ditch the life span changing stuff unless you want to make it some sort of huge RP point. Most campaigns don't last 5 game years. Most campaigns are over in 1 game year. And if your character dies, the GM is just going to let you have a new one, probably at the same level as your dead character so dying from being juiced isn't a disadvantage.
If you are making a "Juicer Template" for monsters its one thing, don't even give a whiff that you'd allow a player to get that. And just by the additional HD you're adding this would be a (really weak) +10 CR template.
Specific comments about OP's post.
1) Super Endurance: The extra HP is insane. While that sort of thing works for a monster, if you even hint at that same possibility for players it radically changes the game.
2) Fine as a template. Horrible in a point buy system where someone decided to min/max.
3) Super speed: Honestly movement bonuses in Pathfinder shouldn't be random. Add 60' and its the same as having a permanent Haste spell.
4) Super Reflexes: I think you should just give the monster a permanent haste effect. Exactly as the spell, it isn't magical, can't be dispelled or countered, and does not stack with haste effects.
5) what do you mean PF doesn't use saves?
6) Could give the monster fast healing 5. For players, just double natural healing.
7) Disadvantages don't come into play with monsters, though making the creature immune to magical healing is interesting. I don't see any reason why that would be the case in Rifts though? Someting to think about is RIFTs has hp built into equipment. Magic healing has no real function in Rifts, while it is a central pillar of Pathfinder.

McDaygo |

Umm...yeah. no.
My own feelings about it: Give the 'juicer' a belt of perfection +6, and an Everwake Amulet. If this strikes you as wrong then just make it an 'alchemical process' that imbues the user with the same benefits as the items combined properties at double the GP cost.
Ditch the life span changing stuff unless you want to make it some sort of huge RP point. Most campaigns don't last 5 game years. Most campaigns are over in 1 game year. And if your character dies, the GM is just going to let you have a new one, probably at the same level as your dead character so dying from being juiced isn't a disadvantage.
If you are making a "Juicer Template" for monsters its one thing, don't even give a whiff that you'd allow a player to get that. And just by the additional HD you're adding this would be a (really weak) +10 CR template.
Specific comments about OP's post.
1) Super Endurance: The extra HP is insane. While that sort of thing works for a monster, if you even hint at that same possibility for players it radically changes the game.
2) Fine as a template. Horrible in a point buy system where someone decided to min/max.
3) Super speed: Honestly movement bonuses in Pathfinder shouldn't be random. Add 60' and its the same as having a permanent Haste spell.
4) Super Reflexes: I think you should just give the monster a permanent haste effect. Exactly as the spell, it isn't magical, can't be dispelled or countered, and does not stack with haste effects.
5) what do you mean PF doesn't use saves?
6) Could give the monster fast healing 5. For players, just double natural healing.
7) Disadvantages don't come into play with monsters, though making the creature immune to magical healing is interesting. I don't see any reason why that would be the case in Rifts though? Someting to think about is RIFTs has hp built into equipment. Magic healing has no real function in Rifts, while it is a central pillar of Pathfinder.
Definitely for a monster. To address some of your questions:
1) I won’t allow my players to get it as more then likely they will kill the alchemist that created it and even if they try to force the process; they will find they get a failed dose with will come with negatives.
2) Luckily my table doesn’t have a min-max mentality but definitely noted.
3) Fair.
4) Permanent haste sounds easy enough
5) I mean PF doesn’t sub catsgorize it. It is either Fort, Reflex or will vs. save vs magic, save vs horror factor, save vs psychic (all would be a will in this case).
6) Fast 5 seems reasonable
7) Reason I gave it immunity to magic healing is because in the text it mentions magic means to restore the body from chemical breakdown never work. Detox is only option. The age is more s story hook honestly.