Alchemical Creatures: A Player's Insane idea


Pathfinder Second Edition General Discussion


First: For the record, I am the insane player. One that is looking for ways to drive my DM up the wall in a good way.

Second: I am currently playing in a Home-Brew 'Late Medieval/Early Renaissance' Low Magic campaign. i.e. wizards, elves, and gnomes are burned at the stake type cultures. However Alchemy has risen to replace most spell casters. For clarity non-spontaneous classes have become uncommon or rare, nothing has been banned. Some firearms are common enough, gear based tech not so much. i.e. pre-wheel-lock firearms.

I am aware of the Alchemical Golem that's not what I'm looking for. My thoughts are trying to come up with Alchemically crafted or adjusted creatures. Think Frankenstein's monster vs flesh golem or the owlcat from the movie "Patchwork" (drink nothing that might stain your carpet while watching it) Weird stitched together beasties restored to "life" by way of alchemy and natural phenomenon.

Any thoughts, ideas, or humor (especially humor) on the feasibility of this idea is welcome.

Thanks fellow fans.


Pathfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Well, there's the zombie ant fungus. (Check it out on Wikipedia.) Maybe your alchemist can try to create a version that infects other creatures, like stray cats. Fungal-Zombie Kitten Swarm!


If your GM is ok with Rare archetypes, there's clockwork reanimator.

Basically allowing you to use gears and alchemy to reanimate something akin to Frankenstein's monster (even has abilities like "it's alive!" to interfere with electricity and such).


Plaguestone has a small set of alchemical altered creatues monsters like Blood Ooze[url], [url=https://2e.aonprd.com/Monsters.aspx?ID=427]Bloodlash Bush and Vine Lasher and a Fiery Leopard as companion. The adventure also have many non-listed alchemical altered creatures like wolves that breath acid or split acid when crucially damaged, a horse altered to become like a stone, rats that splashes cold when die and that also do some additional cold damage when hit. Many homunculus and so on.

In a alchemical altered world where the studied magic (prepared casters) becomes rare and the alchemy and technology becomes more prevalent you can use many constructs and convert many monsters to become alchemical altered or change their magic abilities to alchemical ones (usually substituting spells for alchemical itens and change some magical abilities traits to become alchemical too.

I would change the rarities too with gunslinger and inventor becoming common and spontaneous casters becoming uncommon and prepared casters becoming rare. I also would change the thematic about alchemy making it more polished and dieselpunk while make magic more supernatural and strange due its decadency.

This scenario probably will becoming easier to do and better after the SF2 release where you probably will could take many things from there avoiding the most sci-fi ones.


YuriP wrote:

Plaguestone, looking that up soon.

Keep in mind I'm only a player but Gunslingers and inventor are common. The current party consists of:
A human gunslinger (she's avoiding an arraigned marriage)
An orc barbarian inventor (he searching for bigger/better bladed-boomsticks i.e. more dakka)
And my troublesome beastkin elf druid (trying to save the world from technologic decadence, follower of the old ways)

All alchemy item have had their rarity reduced by one category, while magic item have had their rarity increased by one. Unfortunately the GM's views on clockwork technology is grim so that really doesn't exist.

I didn't even think of looking at starfinder, great idea.


Phoenix M wrote:
All alchemy item have had their rarity reduced by one category, while magic item have had their rarity increased by one. Unfortunately the GM's views on clockwork technology is grim so that really doesn't exist.

An alchemical world without clockwork looses half of its charm kkk. Yet I still recommend to add archaic oil or steam related components because they are the natural way of alchemy. The usage of chemical tech to reduce distances and increase the productivity like magic does in some high fantasy themes.

In a world where the magic becomes decadent the alchemy and technology usually gets some space. Be it replacing magic with more accessible but dirtier solutions, or filling the void left by the absence of magic.

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