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Questo l'ho sviluppato sul forum Paizo: ditemi anche voi se vi piace...

(PS: L'abilità "Create Wondrous Creature" è leggermente modificata dal talento omonimo che appare in "Secrets of the Alchemist" di Siegfried Trent).

Beastbrewer Alchemist (Archetype)

Behind the appearance of every magical or giant beast in the world there could be the hand of a beastbrewer. This alchemist modifies existing creatures with alchemical or surgical procedures for the sake of evolution, science, money or just sport, but is not necessarily cruel like the reanimator or vivisectionist. A beastbrewer has the following class features.

Veterinary, nor Crafter: The beastbrewer treats Handle Animal as a class skill. He gains a competence bonus equal to half his class level on the check. When using Craft (alchemy) to create an alchemical item, he also gains just a competence bonus equal to half his class level.

Beast Unchainer: At 4th level, a beastbrewer adds Atavism to his formula book as a 2nd-level extract.

Beast Tamer: At 7th level, a beastbrewer adds Awaken to his formula book as a 3th-level extract.

Bonded Experiment: At 4th level, the beastbrewer gains an animal companion, using his alchemist level -3 as his effective druid level. This can be a normal animal or a magical beast. Bonded experiments have an Intelligence score of at least 6. A beastbrewer can pass potions, mutagens, cognatogens and discoveries to his companion as well as himself. Every day that a creature imbibes alchemical potions, there’s a chance of 1% (not cumulative) that the last effect becomes permanent. Multiple permanent mutations can create unique creatures with strange powers. However, the creature's CR cannot exceed the listed HD for animal companions by level (Core Rules). This ability replaces the 4th level discovery.

Create Wondrous Creature: At 6th level, the beastbrewer can mutate a normal animal in a different and more powerful creature. This procedure allows to create any known aberration, magical beast, monstrous humanoid, or plant creature. However, the created beast is not necessarily under his control.

To begin, the beastbrewer needs access to an alchemist’s lab worth at least 500 gp. The process involves subjecting a similar creature or creatures to various spells and grafting techniques. To create a creature, the beastbrewer must succeed with both Knowledge (arcana) and Knowledge (nature) checks (DC 20 + CR of attempted creature). The beastbrewer gains a +1 circumstance bonus for every attempt at a specific creature that he has previously made, whether successful or not.

If both Knowledge skill checks are failed, the creature dies a horrible death. If one Knowledge skill check fails and the other succeeds, the resulting creation is horribly deformed in some way and is hostile to its creator.

The base price of a creature is its CR value squared times 1,000 gp (CR x CR x 1,000 gp). Creating a creature takes 1 day/1,000 gp in its base price. To create a creature, you must supply raw materials costing 1/2 its base price. The minimum CL for creating a creature is 2 times the CR (2 x CR) of the intended creature until you reach 10th level; thereafter, it’s your level minus 5. The appropriate spells must be used to add extraordinary (Ex), spell-like (Sp), and supernatural (Su) abilities to the creature.

Special: If a charm monster spell is cast every day of the creation process, a successfully created creature will be entirely loyal to you, although not under your direct control. If a limited wish is used in the creation process, a successfully created creature will be loyal and will follow a life goal you choose for it. If a wish is used in the creation process, a successfully created creature and all its descendants will follow a single life goal of your choice.

The beastbrewer can let his creations free, sell them, give them as presents to NPC (but not to fellows PC), set them as guards for his laboratory or treasure trove, or other. He can't take them with him on adventures as long as his bonded experiment is with him. If the bonded experiment ever dies or is dismissed, the beastbrewer can craft another experiment to replace it or take another of his other experiments as his new companion. This ability replaces swift poisoning.

Giant Maker: At 10th level, a beastbrewer adds animal growth to his formula book as a 4th level extract.

All-Monster Crafter: At 16th level, a beastbrewer adds polymorph any object to his formula book as a 6th-level extract (it will work only on living beings).

Discoveries: The following discoveries complement the beastbrewer archetype: cognatogen*, eternal potion, extend potion, feral mutagen, grand cognatogen*, grand mutagen, greater cognatogen*, greater mutagen, preserve organs*, tentacle*, vestigial arm*, and wings*.


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