[Tome] Mana Alchemist

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Koumei
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[Tome] Mana Alchemist

Post by Koumei »

"I... am an inventor! Well, I say inventor. More of a drug dealer, really."

The Mana Alchemist mixes ingredients together to create magical items, usually edible ones, sort of like a regular alchemist combined with a chef or bartender. However, unlike the above, they actually infuse things with magic so as to make them do amazing things.

Anything that involves a Save DC is always 10 + half HD + Int mod.

Hit Die: d8
BAB: Medium
Good Saves: Fort, Ref and Will
Skill Points: 4+Int

Class Skills: Appraise, Concentrate, Climb, Craft, Diplomacy, Escape Artist, Forgery, Gather Information, Heal, Hide, Jump, Knowledge (Any), Listen, Move Silently, Search, Spot, Use Rope
Proficiencies: Simple Weapons, Light and Medium Armour
Age: Medium
Starting Money: pick one of the rich ones
Level:Special:Recipes Known:
1Mana Alchemy, Recipes3
2Mana Infusions (Earth, Fire, Wind, Water)4
3Secret Ingredients5
4Tasty Recipes7
5Toxin-Free8
6Rapid Steeping9
7Mana Infusions (Stone, Plant, Aroma, Metal)10
8Delicious Recipes12
9Lead to Gold!13
10Dual Infusion14
11Brew Potions15
12Mouth-Watering Recipes17
13-18
14Alchemical Blood19
15Mana Infusions (Life, Illusion, Song, Poison)20
16Divine Recipes22
17Secret Recipe23
18Elixir of Life24
19-25
20Good Strong Hot Strong Warming - But Not Hotting - Good Fresh Fresh Good Tea26

Mana Alchemy (Su):
Starting at first level, the Mana Alchemist learns how to create consumable items out of raw mana power. Doing so takes one minute, which is a lot faster than one might expect these things to be made. Only one of each item may exist per Mana Alchemist at any one time - they cannot create ten of the same thing all in one batch. Other than that, they last for 24 hours or until consumed.

To use an edible or potable item is a Standard action - or a Full Round action to force down the throat of another. Other items simply require a Standard action either way.

Recipes (Ex):
At first level, the Mana Alchemist knows three recipes. Every level, he learns a new recipe, except for levels where he unlocks a new tier of recipes, where he gains two.
[*]Black Tea
[*]Green Tea
[*]Electric Flapjack
[*]Flammable Oil
[*]Mead
[*]Bread
[*]Acid
[*]Tobacco
[*]Sleep Incense
[*]Chocolate

Mana Infusions (Su):
Starting at level 2, the Mana Alchemist gains the ability to force elemental mana power into an item. Doing so takes a Standard action, and lasts for 12 hours. No item may hold more than one mana at a time. At level two he gains access to Earth, Fire, Water and Wind. At level seven, he gains access to Stone, Plant, Aroma and Metal. At level fifteen, he gains access to Song, Life, Illusion and Poison.
Element:Infused Weapon:Infused Armour:
EarthTarget must make Fort save or fall ProneSuffers no drawbacks when Prone (foes do not get bonus to hit etc.)
FireDeals Fire Damage and sets target on Fire on failed Ref saveCold Resistance = 2*HD, Immune to Slow
WaterDeals Cold DamageNatural Swim speed equal to Land speed, Immune to being set on Fire and Fire Resistance = HD
WindCan reach out to 5' further and ignore cover less than fullFeatherfall effect
StoneTarget must make Fort save or drop what they are holdingPowerful Build
PlantHitting activates an Improved Grab with Constrict (weapon damage)Attackers must make Ref save or be Entangled 2 rounds
AromaTarget must make Fort save vs Daze 1 roundAttackers must make Will save or be Slowed 1 round
MetalAugmented Critical, AdamantineHeavy Fortification, DR 15/Adamantine
SongDeals Sonic Damage and affects incorporealAttackers must pass Will save or be Charmed
LifeRegain lost HP equal to damage dealt, never kills a living target*Gain Fast Healing 10
IllusionMay deal nonlethal damage and 1d6 Int damageProvides 50% Miss Chance and Disguise Self
PoisonTarget must make a Fort save against Dragon Bile PoisonAttackers must make a Fort save against Bebilith Poison

Any effects that require a save will only trigger once per target per round.
*Stops 1HP short of doing so if damage would kill them - and stabilises.

Secret Ingredients (Su):
Starting at level four, the Mana Alchemist may add a single secret ingredient to any given recipe when making something. All secret ingredients are learned, but only one may be used on a given recipe at a time. Enjoy your Chocolate Chocolate with a side of Chocolate and just a hint of Strychnine.
Ingredient:Effect:Cost:
Doughy FillerWidens the effect50 GP
Rare SpicesChanges damage/Resistance type to Fire50 GP
Copper ShavingsChanges damage/Resistance type to Electric70 GP
Nevermelt IceChanges damage/Resistance type to Cold50 GP
Never Fading FlowerExtends the duration100 GP
Pixie DustRemoves or adds a descriptor from/to the effect500 GP
A hint of strychnineEmpowers any random variables200 GP

Tasty Recipes (Ex):
Starting at level four, the Mana Alchemist can learn Tasty Recipes. Note that some have requirements.
[*]Opium
[*]Coffee
[*]Grape Wine
[*]Plum Wine
[*]Chocolate Cake
[*]Carrot Cake
[*]Geisha Tea
[*]Spice Tea
[*]Flammable Dust
[*]Cyanide

Toxin-Free (Ex):
Starting at level five, the Mana Alchemist is immune to Poison.

Rapid Steeping (Su):
Starting at level six, creating items via Mana Alchemy only takes a Full Round action per item.

Delicious Recipes (Ex):
Starting at level eight, the Mana Alchemist can learn Delicious recipes. Note that some have requirements.
[*]Teacake
[*]Cheesecake
[*]Vodka
[*]White Powder
[*]Perfume
[*]Green Rose Tea
[*]Arctic Fire Tea
[*]The Other Acid
[*]Laudinum
[*]Dynamite

Lead to Gold! (Su):
Starting at level nine, the Mana Alchemist can, with one minute of work, turn up to 1 pound per level of any nonmagical metal into an equal weight of gold.

Dual Infusions (Su):
At level ten, the Mana Alchemist gains the ability to infuse items with two Mana elements with the same action, and they can hold any two Mana elements at a time. If two conflicting abilities are given ("Deals Fire damage" and "Deals Cold damage"), then take the average ("Deals half Fire and half Cold damage") if possible. Otherwise select one to be ignored.

Brew Potions (Su):
At level eleven, the Mana Alchemist gains the ability to make potions, as per the feat. He can create Potions of any spell of level 0-3 from the Cleric, Druid or Sorcerer/Wizard lists, as though he knew the spells. He needn't pay any XP costs for this.

Mouth-Watering Recipes (Ex):
Starting at level twelve, the Mana Alchemist may learn Mouth-Watering recipes. Note that many have requirements.
[*]Green Teacake
[*]Rolling Clouds Tea
[*]Buddha's Tears Tea
[*]Strawberry Cheesecake
[*]Plastic Explosives
[*]Vodka-Chocolate Cocktail
[*]Speedball
[*]Djinn Essence
[*]Mars Dust
[*]Bottled Death

Alchemical Blood (Ex):
Starting at level fourteen, the Mana Alchemist's body starts producing chemicals which are usually beneficial. With a Swift action, the Mana Alchemist can gain the effects (good and bad) of any drug, and with a Standard action he can produce it in his saliva, to create a dose to bottle (though it turns to water after one day) or to spit out, delivering as a ranged touch attack to 15 feet. The save DCs are 10 + half HD + Con.

Divine Recipes (Ex):
Starting at level sixteen, the Mana Alchemist may learn Divine recipes. Note that most of these have requirements.
[*]Snow Dragon Tea
[*]Pavlova
[*]Plutonium Dust
[*]Corrosive Gas
[*]Bottled Elemental
[*]Demon Dust
[*]Fentanyl
[*]Angel Soufflé
[*]Transmigration Potion
[*]Pan-Galactic Gargle Blaster

Secret Recipe (Ex):
At level seventeen, the Mana Alchemist develops a secret recipe, which does something. If I told you what it does, it wouldn't be much of a secret, now would it? It's awesome, though. Really.

Elixir of Life (Su):
Starting at level eighteen, the Mana Alchemist can produce the Elixir of Life. Doing so takes a full day, and when complete, it will last for seven days or until consumed, whichever happens first. When poured down someone's throat, they are restored to life with no level loss, even if killed by things that prevent Raise Dead or Resurrection from working (though if it prevents True Resurrection from working, you're SOL). They are also cured of all negative levels, ability damage, ability drain, HP damage, nonlethal damage, Vile/Frostburn damage and debilitating conditions.

Good Strong Hot Strong Warming - But Not Hotting - Good Fresh Fresh Good Tea (Ex):
At level twenty, the Mana Alchemist wins the game.

~Incomplete, and I like to think you were aware of that~
Last edited by Koumei on Thu Apr 22, 2010 3:02 pm, edited 6 times in total.
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Koumei
Serious Badass
Posts: 13882
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Recipe Descriptions:

Recipes:
Recipe:Required Recipes:Type:Effects:
Black Tea-PotableRemoves Sickening/Nausea/Poison
Green Tea-PotableRemoves Daze/Stun/Confusion
Electric Flapjack-EdibleRemoves Fatigue/Exhaustion, causes Int penalty
Flammable Oil-OtherLike Incendiary Slime
Mead-PotableImbiber is drunk, loud and clumsy
Bread-EdibleGrants temporary HP
Acid-OtherDeals Acid damage, splashes
Tobacco-OtherImmunity to gases/suffocation, repels Vermin
Sleep Incense-OtherCauses drowsiness and sleep to an area
Chocolate-EdiblePoison to non-Humanoids, Morale bonuses, addiction
Garlic Incense-OtherCloud of Vampire-Nausea and Sickness to others
Rubber-OtherPing people or coat shoes to bounce
Distilled Nue-OtherFiery weapon
Flask of Rain-OtherCauses rain
Glue-OtherSticks things together

Tasty Recipes:
Recipe:Required Recipes:Type:Effects:
OpiumAny Tea or TobaccoOtherImmunity to [Pain] effects, remove Morale penalties
CoffeeBlack TeaPotableImmunity to Slow/Sleep, gain 1 round of Haste
Grape WineMeadPotableImbiber becomes foul-smelling drunk with Rage
Plum WineMeadPotableTruth serum/happy drunk
Chocolate CakeChocolate, BreadEdibleGrants a lot of temporary HP, Sickens
Carrot CakeBreadEdibleProvides healing
Geisha TeaGreen TeaPotableCharisma boost, gain a Charm effect
Spice TeaBlack TeaPotableCold Resistance, gain one Fire Breath
Flammable Dust-OtherFaerie Fire by any other name
Cyanide-PotableDeadly poison
Whiskey ThunderMeadPotableSonic emanations
SlimeRubberOtherCreate a living slime
Glacier Solution-OtherFreeze water
Lesser Mana-OtherGain a Mephit
Lottery JamGlueEdibleRandom effect!

Delicious Recipes:
Recipe:Required Recipes:Type:Effects:
TeacakeBlack Tea, Any CakeEdibleImmunity to Poison/Disease/Ability Damage
CheesecakeAny CakeEdibleMorale bonus and Flight
VodkaAny WinePotableVery very drunk, treats every idea as a Suggestion
White PowderCoffee or TobaccoOtherHaste, Temporary HP, Polymorph Into Douchebag
PerfumeSleep IncenseOtherCause Hypnosis on others
Green Rose TeaGeisha TeaPotableRemoves negative levels/Ability Damage/Ability Drain
Arctic Fire TeaSpice TeaPotableCold and Fire resistance, one Cold+Fire Breath
The Other Acid-PotableConfusion with a chance of Fear
LaudinumOpium, Any WinePotableInsanity, Immunity to Pain
DynamiteFlammable DustOtherExplodes
Mille FeuilleChocolate CakeEdibleBecome insubstantial
Metal SlimeSlimeOtherCreate a living liquid metal slime
Flask of Acid RainAcid, Flask of RainOtherAcid Rain!
Spring Chalice-PotableCreates a potion
Witch SalveOpiumOtherCauses horrible effects
Froth Cream-Edible/OtherTasty treat, acid turns it to a huge cloud of froth

Mouth-Watering Recipes:
Recipe:Required Recipes:Type:Effects:
Green TeacakeGreen Tea, TeacakeEdibleHeal/Regenerate
Rolling Clouds TeaArctic Fire TeaPotableSonic and Electric Resistance, Blur, 1 Thunderclap and Chain Lightning Bolt
Buddha's Tears TeaGreen Rose TeaPotableAutomatic "natural" 20 on next action
Strawberry CheesecakeCheesecakeEdibleAura of Love
Plastic ExplosivesDynamiteOtherStable yet powerful explosive
Vodka Chocolate CocktailVodka, ChocolatePotablePolymorph into Slut (either sex)
SpeedballOpium, White PowderOtherHaste and Morale bonuses, crash afterwards
Djinn EssenceElectric Flapjack, Burning DustOther1 Wish is granted
Mars DustWhite PowderOtherRage, Immunity to Death for a short duration, bonus to Break checks
Bottled DeathCyanideOtherCloud of Fear and Death
Seven Layer CakeMille FeuilleEdiblePrismatic Aura
Liquid Fire SlimeMetal Slime, Flammable DustOtherCreate a fiery ooze
Nostradamus JamLottery JamEdiblePredict the future
Conjuring Ink-OtherCreate objects
Flask of Purple RainFlask of Acid RainOtherBlock Divine
Recipe for DisasterDynamiteOtherCause disasters

Divine Recipes:
Recipe:Required Recipes:Type:Effects:
Snow Dragon TeaBuddha's Tears Tea, Rolling Clouds TeaPotableTemporarily become Half Dragon, gain weather powers
PavlovaStrawberry CheesecakeEdibleAura of Flight and Regeneration
Plutonium DustFlammable DustOtherBestow Negative Levels
Corrosive GasAcid, Bottled DeathOtherWide area Acid damage
Bottled ElementalDjinn EssenceOtherSummon Elemental
Demon DustMars DustOtherSummons Demon with cloud of Poison/Nausea
FentanylLaudinumPotableHuge Temporary HP, risk of Coma
Angel SouffléGreen TeacakeEdiblePolymorph into Celestial
Transmigration Potion-PotableChange Race
Pan-Galactic Gargle BlasterChocolate CocktailPotableOne moment of perfect insight, then become Drunk with damage resistances
Infinity PretzelBreadEdibleCause an infinite loop
Immortal BloodDjinn Essence, SlimePotableBecome immortal
Cauldron in a CupWitch SalveOtherMany status effects
Flask of Prismatic RainFlask of Purple RainOtherPrismatic Deluge
Living ManaLesser ManaOtherCreate a Weird

Black Tea: when consumed, this delicious tea soothes the system and cleans it of toxins, Neutralising any poisons and removing the following conditions: Sickened, Nauseated.

Green Tea: when consumed, this slightly bitter tea clears the mind, removing the following conditions: Dazed, Stunned, Confused

Electric Flapjack: this doughy food contains a common herb that provides a bit of pep but temporarily makes the consumer stupid. It removes Fatigue and Exhaustion, but also causes a -4 Intelligence penalty for one hour.

Flammable Oil: this slick oil may be splashed around a 10x10' square, treating it as a Grease effect. Additionally, any [Fire] effects or Fire damage in the area ignite it, causing all in the area to take 4d6 Fire damage (Ref half) and catch fire. The oil continues to burn for one round, dealing 2d6 Fire damage to any who enter the area, before burning up.

Mead: this alcoholic drink is stronger than it seems. The imbiber must pass a Fort save or become drunk (-4 penalty to all attacks and skill checks), loud (unable to pass Move Silently checks) and clumsy (unable to Run without falling Prone at the end, automatically failing Balance and Tumble checks) for one hour.

Bread: this warm, fluffy bread has healthy whole grains in it, and grants 2 Temporary HP per hit die, lasting one hour (or until used up, or replaced by gaining more Temporary HP).

Acid: this flask of super-strong acid must be handled with care. It functions as per an acid flask, but deals 2d6 Acid damage, plus 1d6 per 2 levels, and deals 5 points of splash damage.

Tobacco: any doctor will tell you that tobacco smoke is good for clearing out the airways - and keeps the bugs away (as well as repelling Hitler). This makes the smoker immune to gases and suffocation (even drowning) and repels Vermin. All effects last for one hour.

Sleep Incense: when burnt, this incense creates a thin purple cloud of smoke that causes drowsiness. All in a 20' radius cloud must make a Fort save or be drowsy, counting as Slowed, and on the following round must pass a Fort save or fall asleep. Those who pass on one round merely delay the effects unless they leave the area. Drowsiness lasts for one round, sleep lasts for a minute (unless woken up or already due for a full sleep) and the cloud hangs around for one minute.

Chocolate: this delicious sweet has two effects. To non-Humanoids, it is treated as a poison (ingested, 1d6 Con/1d6 Con). To anyone it grants a +4 Morale bonus on Will saves, Reflex saves and Caster Level checks to beat Spell Resistance for one hour. It is also addictive - make a DC 15 Will save after the hour is up or take a -2 Morale penalty on the above actions for one hour.

Garlic Incense: once mixed, this starts to burn off, creating a 20' radius emanation from the creation, dissipating after 4 rounds. All in the area must make a Fortitude save each round or be Sickened, whereas all Vampires* in the area must make a Fort save that can affect Undead or be Nauseated for the duration + 1d4 rounds.

*Including Vampire Dragons, Illithid Vampires, Vampire Spawn, Half Vampires, Dhampyr and anything else that is basically a Vampire or Vampire-related thing.

Rubber: once created, this substance will set in 2 rounds. During that time, it can be smeared onto shoes, armour etc. For the next hour, the rubber will protect the user from falling damage, negating it completely, though they are treated as Dazed for one round after if they fall far enough that they normally would take damage.

Alternatively, if just set as a thick rubber band, it can be used to tie things like a flexible rope, or to "ping" enemies with a range equal to double your natural reach. This deals 1d6 nonlethal damage per 5 feet of potential range, plus your Strength modifier.

After one hour, the rubber becomes useless.
Opium: this highly bitter powder or sap-like residue can be consumed to feel really good. I mean really fucking good. It grants immunity to [Pain] effects and non-lethal damage and negates all Morale penalties, both for one hour. After that, it has a risk of addiction like chocolate, with a DC 19 Will save vs a -4 penalty for one hour.

Coffee: this aromatic hot beverage tastes quite bitter but provide an energy kick. It grants immunity to Slow and Sleep effects for one hour, though the imbiber may end this at any time as a Free action to gain a one-round Haste effect.

Grape Wine: this sour wine is even worse than mead. The imbiber must pass a Fort save or become drunk (as with Mead), foul-smelling (-10 penalty to Diplomacy checks, all adjacent creatures must make a Fort save or be Sickened every round) and angry (treat as the Rage of a level 1 Barbarian) for one hour.

Plum Wine: this sweet wine can also be considered worse than mead in some ways. The imbiber must pass a Fort save or become drunk (as with Mead), happy (treated as Friendly to anyone who does not attack him) and too talkative (needing to make Will saves to resist telling the truth when asked questions).

Chocolate Cake: this cake is delicious, but very filling. It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP, as well as granting Fast Healing 1 for one minute, but causes the consumer to feel bloated, counting as Sickened for half an hour.

Carrot Cake: this cake is still delicious, but slightly healthier than Chocolate Cake. It restores 1d4 HP per HD to the consumer.

Geisha Tea: this green tea is a little sweeter and fruitier, and helps the imbiber to feel friendly and relaxed. They gain a +4 Enhancement bonus to Charisma for one hour, though may end this at any time as a Standard action to "cast" Charm Monster as a Supernatural ability, using the save DC of the tea itself.

Spice Tea: this black tea has some delicious spices added to it. The imbiber gains Cold Resistance equal to twice their HD, for one hour, and can end this at any time as a Standard action to exhale a 30' burning cone of steam and fiery spices. This deals 1d10 Fire damage per level, Ref half, using the save DC of the tea itself. Those who fail the save suffer a -2 Morale penalty to Attack and a -4 Morale penalty to AC for 3 rounds.

Flammable Dust: This fine powder has a tendency to ignite easily and burn-off at a very low temperature. When thrown in a 10' radius cloud within 30', anything Invisible in the area stops being Invisible as their outline is covered by the flaring dust. Additionally, all in the area must pass a Ref save or be Blinded. Both effects last for 3 rounds.

Cyanide: this powder smells like bitter almonds, which somehow everybody knows the smell of. Mixed with liquid, it has a peculiar taste, but more importantly is a deadly poison (Ingested, 3d6 Con/3d6 Con).

Whiskey Thunder: whoever drinks the Whiskey Thunder rumbles uncontrollably for 1 minute, dealing 1d4 Sonic damage per level to all adjacent creatures and objects (ignoring Hardness) every round (Fort negates).

Slime: this creates a gelatinous cube or Living Spell (Grease, CL = HD of Alchemist) which happily starts living and existing for about an hour before bubbling away into nothing. It can basically be created with one very simple in-built command such as "stay here and eat things you come across", "stay here and don't eat ____" or "wander about and eat all metal/rock/organic stuff".
Teacake: anyone who eats this delicious, sticky cake becomes immune to the following for the next hour: Poison, Disease & Ability Damage. They will also be cured of any of those conditions.

Cheesecake: anyone who eats this incredibly light dish gains the ability to Fly for the next hour (as per the spell), and also gains a +4 Morale bonus on all Saving throws, Attacks and Damage rolls for the same duration. This effect may be ended at any point to use an ability bestowed by any [Combat] feat the character does not possess, even if they lack the BAB for that ability.

Vodka: the imbiber becomes extremely drunk (as above), however also treats every idea as a Suggestion for the next hour, so great does everything sound at the time. They gain a Will save as normal, based on the save DC for all Alchemical goods.

White Powder: the consumer becomes Hasted for 10 minutes, as well as gaining 3 temporary HP per hit die they possess. They also become irritable and, generally, dickheads, gaining a -40 Competence penalty on Bluff and Diplomacy checks for the duration.

Perfume: once this is sprayed on, the user is immune to the effects, but there is a 10' radius cloud that hovers around them. All others in the area must pass a Fort save or be Fascinated until 1d6 rounds after they leave the area (or rather, the area leaves them). The wearer may speak a single Suggestion in the duration, and all who are currently affected must make a Will save or carry it out. The perfume hangs around for 10 minutes.

Green Rose Tea: this refreshing tea instantly removes all negative levels, Ability Damage and Ability Drain from the imbiber, as well as restoring levels that have been "permanently" lost due to failed saves at removing negative levels.

Arctic Fire Tea: the imbiber gains, for one hour, Cold and Fire Resistance equal to twice their level, and can end this at any time as a Standard action to exhale a 30' burning cone of ice and fire. This deals 2d6 damage per level, Ref half, using the save DC of the tea itself. Those who fail the save suffer a -2 Morale penalty to Attack and a -4 Morale penalty to AC for 3 rounds. The damage is half Fire and half Cold.

The Other Acid: anyone who consumes or is splashed by this clear liquid must pass a Fort save or become Confused for 1d4 hours. If this save is failed, they must then pass a Will save or also become Frightened for the first minute, and must save again every hour until the duration is over.

Laudinum: anyone who consumes this liquid becomes immune to Pain and non-lethal damage for one hour. Unfortunately, they are also automatically Confused for the entire duration and an hour afterwards.

Dynamite: once thrown, this will explode in a 30' radius. All in the area take 2d6 Fire/Sonic damage per level of the Alchemist and are knocked Prone and Stunned for one round. A successful Ref save halves the damage, and a successful Fort save negates the Prone and Stunned - however only one save may be taken, each victim must decide what to try.

Mille Feuille: whoever eats this light dessert will become insubstantial, similar to a shadow or a ghost. They may move unimpeded through physical barriers, fly, and cannot interact with the real world (or vice versa), although they can see and hear just fine - and be seen and heard. This lasts for one hour.

Metal Slime: this recipe creates a slime made of liquid metal, which is treated as a Gelatinous Silver Wyrmling Dragon. It can be given basic instructions when made, then continues to happily exist for an hour before bubbling out and becoming a shiny piece of metal, ideal for a mirror.
Green Teacake: whoever consumes this is filled with healing energy, receiving both a Heal and Regenerate effect. Furthermore, if they are slain during the next minute, they are instantly brought back to life with no Level Loss.

Rolling Clouds Tea: as soon as this is consumed, the imbiber gains Sonic and Electric Resistance equal to triple their level for 1 hour and gain a Blur effect. Additionally, at any one point during this hour, they may clap their hands as a Swift action, unleashing a thunderclap (a Greater Shout effect) centred on them, and unleash a Lightning Bolt (DC based on the Alchemist, 2d6 per level without a limit).

Buddha's Tears Tea: as soon as someone drinks this tea, they become enlightened and their Chi is balanced. They become immune to Breath Weapons, Auras and Gaze Attacks, as well as any "_____ Wall" or "Wall of _____" spell, for the next ten minutes. Additionally, the first time they attempt an Attack roll, Saving Throw or Skill Check within this duration, they needn't roll and are instead assumed to have rolled a natural 20.

Strawberry Cheesecake: the consumer of this cake is surrounded by an aura of love and desire for the next hour. All within 30 feet of them feel quite happy (gaining a +3 Morale bonus on all Attack rolls, Skill checks and Saving throws), but must make a Will save (applying the bonus as a penalty instead) or be Charmed by the consumer, and treat their every word as a Suggestion (with a save each time). Once someone passes their save against the Charm effect, they are immune for the rest of the duration. Any effects still apply after they leave the aura.

Plastic Explosives: this plasticine-like substance is perfectly harmless, until it either takes Electricity damage or is triggered by the Alchemist with a Standard action from up to 100 feet away. When that happens, it will explode in a 50' radius. All in the area take 3d6 Fire/Sonic damage per level of the Alchemist and are knocked Prone and Stunned for one round. A successful Ref save halves the damage, and a successful Fort save negates the Prone and Stunned - however only one save may be taken, each victim must decide what to try.

Vodka Chocolate Cocktail: whoever drinks this must make a Fortitude save or become drunk for one hour (as Mead, above), however they also fall in love with/want to get in the pants of everyone they encounter. For the duration, every time they see someone they must pass a Will save or be affected by a Charm Monster effect (once per person, even if they see them multiple times).

Speedball: as soon as someone consumes this blend, often by smoking it, they instantly get an extra Full Round action to do as they please, and then gain the effects of Haste and Righteous Might for 1d10 minutes. After this duration expires, they "crash", becoming Exhausted and afflicted by Crushing Despair for 3d6 hours.

Djinn Essence: as soon as this substance is released into the air, magical energy flares up, attempting to grant the wishes of whoever used it - effectively granting a single Wish as per the spell, however not doing anything that would have an XP cost greater than that of the base spell itself.

Mars Dust: as soon as this toxic substance is consumed, the consumer flies into a rage for 1d6 minutes. They gain the effects of Rage, Divine Power, Divine Favour and Righteous Might, and also gain a +10 bonus to Break attempts, as well as ignoring all Hardness and Material DR with their attacks.

Bottled Death: once uncorked, this releases a 20' radius cloud of doom, with one edge of the cloud adjacent to the holder of the bottle (unless they wish to actually be inside the area of effect, in which case they can place the cloud anywhere). It settles like a mist, and will hang around for 5 rounds unless dispersed. All in the area must make a Fortitude save against Death, and those that succeed or are immune must then make a Will save or fall Comatose with fear for 3 rounds, then wake up and Panic for 1 minute.

Seven Layer Cake: eating this cake bestows a Prismatic Aura effect on the consumer, lasting for ten minutes.

Liquid Fire Slime: this recipe creates an 11 HD Conflagration Ooze, which actually has a decent enough Intelligence to be given instructions. It is loyal to the Alchemist, and lasts for an hour before turning into a pool of magma.
Snow Dragon Tea: as soon as this delicious tea is consumed, the imbiber becomes empowered for 1 hour, gaining the Half Dragon (White) template, and also gaining the following Supernatural abilities at will:
[*]Control Weather
[*]Call Lightning Storm
[*]Avalanche
[*]Control Winds

Pavlova: whoever eats this gains a Flight speed of 250' (Perfect), as well as Regeneration equal to the Alchemist's level (overcome by Fire). Additionally, all of their allies within 100' benefit from this as well - although the effects will end for the allies as soon as they leave the area. These effects, for the consumer, last for ten minutes.

Plutonium Dust: when released into the air, a 10' radius sphere is filled with the dust, with the edge adjacent to the user. All in the area immediately suffer 2d4 negative levels that last until the sun next sets or rises (whichever happens first). The area then becomes dangerous, dealing 10d6 Negative energy damage per round to all who enter or remain in the area, for three rounds (Fort half).

Corrosive Gas: when the bottle is uncorked, a 30-foot radius cloud is released. The edge must be adjacent to the user, or the user must be within the area of effect. The gas persists for one minute or until dispersed - if dispersed in a direction it affects everything in a 60' wide, 300' long line like a wave. All who are in the area (either the original one or the line of dispersal) take 1d6 Acid damage per level (Ref half), ignoring Hardness. Afterwards, anyone who enters or begins their turn inside the area takes 1d6 Acid damage per level (Fort half), ignoring Hardness.

Bottled Elemental: when this bottle is uncorked, an Elemental Monolith is summoned, under the Alchemist's control. It remains for three full rounds before escaping back to its own plane.

Demon Dust: when this dust is hurled up to 30 feet away as a Standard action, there is a burst of fire, smoke and brimstone. All within 10 feet of the point of impact must make a Fort save or be Nauseated for 1 round - even on a successful save they are Sickened for 1 round. The smoke lingers for 3 rounds, obscuring all sight. More importantly, at the point of impact, a Demon is summoned, under the control of the Alchemist, and lasts for 1 minute. It must have a CR at least 3 lower than the Alchemist's character level, and cannot use any summoning of its own.

Fentanyl: whoever consumes this gains 20 Temporary HP per hit die, lasting for 1 minute. This replaces any existing Temporary HP. The consumer also gains immunity to all forms of pain, and takes only half the damage from all sources. One round after taking this, they must make a Fortitude save or immediately lapse into a coma. They will remain in the coma for a full week unless a Heal spell is used on them (or killed).

Angel Soufflé: whoever eats this light, delicate dessert dish transforms into a Solar for 5 rounds, without the Cleric spellcasting ability (but retaining the Domain powers). This is complete character sheet replacement - they do not keep any of their own equipment, feats, skills, spells, teeth, hit points or ability scores. Every single aspect except for their memory and personality is changed. After the five rounds, they change back completely.

Transmigration Potion: once this is consumed - and nobody may benefit from it more than once per thirty days - the imbiber's race changes. They may select one of the following:
[*]Change their race to any other race of equal power, and likewise change any racial classes/prestige classes/feats - or may keep them, and still count as meeting the requirements.
[*]Reincarnate (as per the spell), picking their new race from the list.
[*]Permanently change their race to a slightly more powerful one, typically one that, by this level, doesn't affect the balance of the game (DM fiat).

Pan-Galactic Gargle Blaster: as soon as this drink is consumed, the imbiber gains a moment of insight - the next time someone attacks them, they are completely aware of it and know it is coming, so the attack automatically fails. Additionally, they may instantly make a single Knowledge check with a +20 Insight bonus. Afterwards, they become completely drunk (as per Mead), but gain Damage Reduction 100/- while the drunkenness remains.

Infinity Pretzel: whoever eats this pretzel causes a brief infinite loop. They gain a Maximised Time Stop effect, however at the end of its duration, the universe shunts them into a hard-to-escape pocket dimension to force-end the loop, also sucking in anything adjacent to them.

Immortal Blood: consuming this turns the imbiber completely immortal. They cease ageing, losing any penalties gained from ageing and no longer gaining penalties or bonuses from such. Additionally, their time is never up, and they even gain Regeneration 10, bypassed by tearing their unconscious body into many pieces. They also gain immunity to [Death] effects.

The only catch is that as soon as another dose is made - not even consumed - by the same Alchemist, the effect immediately ends, and they continue to age normally.
Last edited by Koumei on Sun Jan 02, 2011 4:52 am, edited 11 times in total.
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Post by Sunwitch »

Oh my god.

This class is delicious. I am going to make one of these. And then play it. A magical warrior-chef? Fuck yes.

EDIT: Like, once it's finished, obviously.
Last edited by Sunwitch on Sun Mar 28, 2010 9:01 am, edited 1 time in total.
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Post by Quantumboost »

Koumei wrote:Divine Recipes:
Recipe:Required Recipes:Type:Effects:
<fancy cocktail>Chocolate CocktailPotableOne moment of perfect insight, then become Drunk with damage resistances

Pan-Galactic Gargle Blaster.
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Post by Koumei »

Quantum: thanks. Done.

Mauver: I'm glad you like it. Now I'm wondering if the HD and BAB should be boosted to d8 and Medium, to make them more of a combat-chef.
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Post by Username17 »

I think it should be restructured to make the recipes a bit more generic. You have to be seriously high level before you can brew different kinds of tea. That's just weird.

If you really wanted hem to have a spice theme, you could give them the option of using costly material components in the form of spices to do various crap. Something like:
"If you spend 20 gp worth of spices, where chilis are the dominant flavor, you can have your recipe change any energy keyword to Acid"

At low levels, you would periodically blow some spices to get a super effect - like a potion of sudden metamagic. At higher level, you'd just do it all the time because the GP wouldn't mean dick to you.

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Post by Koumei »

But I wanted a class that can have the class features be "I make tea!" {:3c

Because I'm not sure you realise how much I like tea. And having 16th level tea and cake options is my dream. Though perhaps the problem is in saying it's "Magically infused Arctic Fire Tea" (a real tea except for the magic bit - as are all of them.) as opposed to going from "Tea" to "Devilherb Tea" and "Mount Celestia's Blend".

The main reason I chose spices for the black teas is because most of the awesome-sounding black teas happen to have spices.
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Post by Rejakor »

This isn't a combat chef, it's a kung-fu wielding opium den owner with magical powers related to various drugs and mind-affecting substances.

Note: This class needs kung fu.

Note: This class needs to be able to force others to drink various teas or drugs that cause deleterious effects, ranging from 'minor and annoying' right up to 'multi-target save or lose'. That's already incorporated with acid, cyanide, and dynamite, in a way, but it's so much more thematic to force someone to drink tea, have them go 'ooh, I feel so good' but you're like 'AHA - I put cyanide in that tea', and they keel over while you victory pose.


Also, a Combat Chef would be an awesome class. For massive win, the combat chef and mana druggist should have class abilities that synergize in unholy harmony.
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Post by Prak »

yeah, there needs to be a combat chef class, one of the abilities of which should be taking a small period of time and creating a meal which gives the effects of a hero's feast spell. For extra lulz, I'd play one as a member of some kind of cannibalistic race, possibly the cannibal halflings...
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Post by Rejakor »

You could go two ways with the combat chef, that I can see.

1. Combat chef. Uses cheflike things in combat, like Exploding Souffle (Ex) and Overly Sharpened Knives (Ex).

2. combat Chef. Has..uh... is a mana druggist, basically, but with different names on the abilities.

Actually I take it back. With a quick reflavour the Mana Druggist is basically the epitome of a combat Chef. Rewrite all instances of tea as souffle and bam.
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Post by Prak »

Rejakor wrote:You could go two ways with the combat chef, that I can see.

1. Combat chef. Uses cheflike things in combat, like Exploding Souffle (Ex) and Overly Sharpened Knives (Ex).

2. combat Chef. Has..uh... is a mana druggist, basically, but with different names on the abilities.

Actually I take it back. With a quick reflavour the Mana Druggist is basically the epitome of a combat Chef. Rewrite all instances of tea as souffle and bam.
yeah, that's really all you need, with maybe a few reflavoured weapons... and the flaming quality on them. So instead of a morningstar, the combat chef has a +1 flaming frying pan, different swords become different knives, a hammer is a meat tenderizer...
Last edited by Prak on Tue Mar 30, 2010 9:38 am, edited 1 time in total.
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Post by Username17 »

To be a proper combat chef, you need to be able to make lots of different kinds of stuff. Two kinds of tea and a chocolate bar is not the repertoire of a combat chef of any level. If you can't plate five dishes with the secret ingredient "kraken row" you simply can't be taken seriously as a chef - combat or otherwise.

During the time a wizard prepares spells (one hour), a proper iron chef should be able to make and plate their meal. Possibly 3 dishes at level 1, gradually rising to 5 or 6 dishes at higher level. You can stagger that out some by having some of the dishes limited to sides or cop-outs like the ever popular "what-fucking-ever ice cream" or "whatever ingredient fritters" that take no time or inspiration to accomplish.

Thus, the chef class would have two numbers: the dishes, and the entrees. The first is how many total dishes they can prepare in an hour, and the second is how many of those dishes are not restricted to bullshit.

But fundamentally, I look at this class and it just doesn't work. Their power of culinary ingenuity appears to be limited to things that incredibly naive frat boys can accomplish while drunk with a microwave. Boil water. Dip Teabag. That's so fucking pathetic it doesn't even work as a joke.

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Post by Koumei »

You use teabags? I don't think I'm allowed to look up to you any more.

Anyway, perhaps a change is in order, and specifically make the tiers based on complexity (AND power, obviously). Then for my tea fetish, I could tie in the Mana Infusion thing, and infusing mana to something makes it work differently. Then some of those "I dunno lol" spots could be "Get a few extra ingredient options to modify your recipes."

So for instance, basic:
[*]Tea
[*]Bread
[*]Tobacco
[*]Oil

level 4:
[*]Cake
[*]Acid
[*]Poison
[*]Cocaine

level 8:
[*]Poison Gas
[*]Some food that's hard to cook
[*]Elemental Gem
[*]Liquid Adamantium

Level 12:
[*]Gaseous Greensteel
[*]Bottled Death
[*]Djinn Essence
[*]C4

(Note: lists would still aim to be as large as before so two Alchemists could have completely separate lists)

And each has 12 variants based on Mana Infusion. Would that be more reasonable?
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Post by Username17 »

I think your tea fetish can best be handled by just having a quote at the top:

"Some people make magic. Others make war. I make tea."

But I just don't think that you're getting anywhere with the specific items concept. I mean seriously, 4th level to make cake? What the hell? You're going to want to go way more effect based, and then have a random dish generation table.

I got... Cheerios with a shot of vermouth?

So the player would decide that they wanted to cook up a haste effect or an explosion or whatever, and then they'd generate a name for the dish. And if they wanted to give it a minor boost of some kind (comparable to a metamagic modifier) they could throw some money worth of spices at it.

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Post by Koumei »

You make a valid point there.
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Post by Prak »

On the subject of a combat chef, why not do a variation on the "I get power by poaching monster bits" (no pun intended, but it works) and say that a combat chef can kill, butcher and cook various monsters for various effects.

For example, as, I don't know, a 6th level power, the Combat Chef can take troll chops, braise them for 3 hours in a stock created from Howler bones, and serve it up and his party gets regeneration and a fear effect for (length of time).

Or he kills a dragon, cuts out the fundamentum, sautes it (needs a damned big pan), eats it, and now he has a breath weapon.
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Post by Rejakor »

I like it the way it is. :\

A list of spells and a naming table where you roll 3d10 wouldn't appreciably improve this class in my mind.

Cause it's not just tea. Tea doesn't reproduce spell effects. Well, I lie, tea does. But not these spell effects. This is Magic Tea. Nothing is stopping a 1st level mana alchemist making a vodka chocolate cocktail. It just doesn't do anything magical beyond being a weird, horrifying abomination of nature.
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Post by Ice9 »

I agree - the "Green Tea Cake is serious business" is actually one of my favorite parts.

As Rejakor mentions, it works fine as long as you specify that it's not that making Pavlova is that much harder than Bread, it's that Pavlova has a greater ability to hold powerful effects, and those powerful effects are the difficult part. Just like how forging a Ring of Three Wishes is a lot harder than a Ring of Feather Falling, despite that they might both be gold rings with silver inlay.

And please don't go with the "Dragonscale Tea" or whatnot. There are already altogether too many things that become dragon-this or demon-that once they reach higher levels. I want to be kicking down the doors of hell with cheesecake.
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Post by Sunwitch »

I kind of agree that the recipes should be more generic; there isn't nearly enough in the way of cakes as it is, so far as I'm concerned, and I'd think it should be somehow possible for this guy to just do a whole ton of things just through the use of cake. Maybe. Maybe I'm just a fan of the idea of a guy who tosses exploding pies and bakes hastymuffins. The flavour should be formatted in such a way that it discourages standard boring D&D conventions like "foodstuffs of exploding", though. I hate that.

Also, you would probably get along rather well with a friend of mine. He's the son of a tea sommelier, and has a whole ton of different sorts of tea that he brings around with him and drinks like five cups of the stuff daily.
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Post by Koumei »

I drank around 8 cups today (Green Rose and French Earl Grey). In about a week, 400g of more tea will be arriving (China Rose, Girlie Grey, Geisha Getaway and ARCTIC FIRE!).

When I recreate it, I'll leave this one up so people can choose.
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Post by shirak »

Why not make this a Transmutation specialist who casts spells by cooking food? He can only infuse food with magic once a day and magic-infused food spoils after 24 hours so he works like a spice-themed Wizard. Something like a Beguiler or Dread Necromancer. You can throw in Spice Metamagic as a class feature and everything.

His spell list will be mainly buff spells with the occasional Illusion (hallucinogens), Necromancy (poisons) or even Evocation (really spicy dishes) thrown in.

He plays like a Cleric Archer or better yet a Druid.
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Post by CatharzGodfoot »

I've occasionally mused that "ti kuan yin" ('tea of the goddess of mercy'/'tea cannon') could have amusing properties in a fantasy world. It's basically oolong rolled into buckshot.
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Post by Rejakor »

"So, you guys moving onto the next room?"

"Nah."

"Why not?"

"We've got to wait for the mana alchemist to bake!"


Edit: So the mana alchemist can have one item of each recipe known prebaked? Why not let them create items as a standard action? That way the turn order goes Sleep Incense, Bake, Sleep Incense, which doesn't seem especially powerful to me. Although I don't know how you'd bake incense, but then, that is one of the many mysteries of the mana alchemist.
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Re: [Tome] Mana Alchemist

Post by Koumei »

So here we have the other one.

"Some make magic, others make war. I make tea."

Anything that involves a Save DC is always 10 + half HD + Int mod.

Hit Die: d8
BAB: Medium
Good Saves: Fort, Ref and Will
Skill Points: 4+Int

Class Skills: Appraise, Concentrate, Climb, Craft, Diplomacy, Escape Artist, Forgery, Gather Information, Heal, Hide, Jump, Knowledge (Any), Listen, Move Silently, Search, Spot, Use Rope
Proficiencies: Simple Weapons, Light and Medium Armour
Age: Medium
Starting Money: pick one of the rich ones
Level:Special:Recipes Known:
1Mana Alchemy, Recipes3
2Mana Infusions (Earth, Fire, Wind, Water)4
3Secret Ingredients5
4Tasty Recipes7
5Toxin-Free8
6Rapid Steeping9
7Mana Infusions (Stone, Plant, Aroma, Metal)10
8Delicious Recipes12
9Lead to Gold!13
10Dual Infusion14
11Brew Potions15
12Mouth-Watering Recipes17
13PUT SOMETHING HERE18
14Alchemical Blood19
15Mana Infusions (Life, Illusion, Song, Poison)20
16Divine Recipes22
17Secret Recipe23
18Elixir of Life24
19PUT SOMETHING HERE PERHAPS25
20Good Strong Hot Strong Warming - But Not Hotting - Good Fresh Fresh Good Tea26

Mana Alchemy (Su):
Starting at first level, the Mana Alchemist learns how to create consumable items out of raw mana power. Doing so takes one minute, which is a lot faster than one might expect these things to be made. Only one of each item may exist per Mana Alchemist at any one time - they cannot create ten of the same thing all in one batch. Other than that, they last for 24 hours or until consumed.

To use an edible or potable item is a Standard action - or a Full Round action to force down the throat of another. Other items simply require a Standard action either way.

Recipes (Ex):
At first level, the Mana Alchemist knows three recipes. Every level, he learns a new recipe, except for levels where he unlocks a new tier of recipes, where he gains two. Once deciding on the effect you want, flavour it and give it a name, or roll on the chart at the bottom. The Alchemist decides if a given recipe is edible, potable or thrown at a target up to 30 feet away as a ranged touch attack (unless specified otherwise). The ones marked with an asterisk must be consumed (edible/potable).
[*]*Restore 1d6 HP per level
[*]Gain 3 Temporary HP per level (lasting 1 minute)
[*]Gain a Featherfall effect for one hour
[*]Target becomes Confused for 1 minute per level
[*]Gain +1 Enhancement bonus to Natural Armour per 4 levels, DR = half level, overcome by one material type (selected when recipe is made), for 1 minute per level
[*]Gain one type of Energy Resistance (selected when recipe is made) equal to level * 2, for one minute per level
[*]Target takes a -6 penalty to one ability score (selected when recipe is made) for one minute
[*]Once used, all spells cast within 30' of the point of use require Concentration checks (DC 15 + Alchemist level + Spell Level) to successfully cast, for 3 rounds
[*]Gain Concealment for one minute, or create an Obscuring Mist effect (selected when recipe is made)
[*]Gain a bonus on Escape Artist checks equal to double the Alchemist's level, and the ability to squeeze through any gap, no matter how small, as a Full Round action at only a -10 penalty, for ten minutes

Mana Infusions (Su):
Starting at level 2, the Mana Alchemist gains the ability to force elemental mana power into an item. Doing so takes a Standard action, and lasts for 12 hours. No item may hold more than one mana at a time. At level two he gains access to Earth, Fire, Water and Wind. At level seven, he gains access to Stone, Plant, Aroma and Metal. At level fifteen, he gains access to Song, Life, Illusion and Poison.
Element:Infused Weapon:Infused Armour:
EarthTarget must make Fort save or fall ProneSuffers no drawbacks when Prone (foes do not get bonus to hit etc.)
FireDeals Fire Damage and sets target on Fire on failed Ref saveCold Resistance = 2*HD, Immune to Slow
WaterDeals Cold DamageNatural Swim speed equal to Land speed, Immune to being set on Fire and Fire Resistance = HD
WindCan reach out to 5' further and ignore cover less than fullFeatherfall effect
StoneTarget must make Fort save or drop what they are holdingPowerful Build
PlantHitting activates an Improved Grab with Constrict (weapon damage)Attackers must make Ref save or be Entangled 2 rounds
AromaTarget must make Fort save vs Daze 1 roundAttackers must make Will save or be Slowed 1 round
MetalAugmented Critical, AdamantineHeavy Fortification, DR 15/Adamantine
SongDeals Sonic Damage and affects incorporealAttackers must pass Will save or be Charmed
LifeRegain lost HP equal to damage dealt, never kills a living target*Gain Fast Healing 10
IllusionMay deal nonlethal damage and 1d6 Int damageProvides 50% Miss Chance and Disguise Self
PoisonTarget must make a Fort save against Dragon Bile PoisonAttackers must make a Fort save against Bebilith Poison

Any effects that require a save will only trigger once per target per round.
*Stops 1HP short of doing so if damage would kill them - and stabilises.

Secret Ingredients (Su):
Starting at level four, the Mana Alchemist may add a single secret ingredient to any given recipe when making something. All secret ingredients are learned, but only one may be used on a given recipe at a time. Enjoy your Chocolate Chocolate with a side of Chocolate and just a hint of Strychnine.
Ingredient:Effect:Cost:
Doughy FillerWidens the effect50 GP
Rare SpicesChanges damage/Resistance type to Fire50 GP
Copper ShavingsChanges damage/Resistance type to Electric70 GP
Nevermelt IceChanges damage/Resistance type to Cold50 GP
Never Fading FlowerExtends the duration100 GP
Pixie DustRemoves or adds a descriptor from/to the effect500 GP
A hint of strychnineEmpowers any random variables200 GP

Tasty Recipes (Ex):
Starting at level four, the Mana Alchemist can learn Tasty Recipes.
[*]The following afflictions are removed from the consumer/target: Poison, Disease, Daze, Stun, Confusion, all [Fear] effects, Ability Damage and negative levels
[*]Gain immunity to [Fear] effects, or Poisons and Diseases, or Critical Hits for 1 hour (selected when recipe is made)
[*]*Gain a Breath Weapon that can be used once per 5 rounds for 1 minute per level: 30' cone of Fire, 2d6 Fire damage per HD (Ref half)
[*]The target square takes 1d6 Acid damage per level (no save), and every adjacent creature takes 1d6 Acid damage per 2 levels (Ref half)
[*]The target falls asleep for 1 minute per level on a failed Fort save
[*]The target is paralysed for 1 minute on a failed Fort save
[*]All creatures within 30' of the target are Fascinated for 1 minute on a failed Will save
[*]Creates a Glitterdust effect
[*]The target is afflicted by a Poison with primary damage 2d6 ability damage to one ability score (selected when recipe is made) and secondary damage of 1d6 damage to any two other ability scores (selected when recipe is made)
[*]Creates a Caustic Mire effect

Toxin-Free (Ex):
Starting at level five, the Mana Alchemist is immune to Poison.

Rapid Steeping (Su):
Starting at level six, creating items via Mana Alchemy only takes a Full Round action per item.

Delicious Recipes (Ex):
Starting at level eight, the Mana Alchemist can learn Delicious recipes.
[*]Creates a Fly effect
[*]The target becomes very hard to hurt, gaining DR X/- where X is the Alchemist's Level + Int modifier, as well as a bonus to Fort saves equal to the Alchemist's Int modifier, for one minute
[*]Explodes in a 20' radius on use. All in the area take 2d6 Fire/Sonic damage per level of the Alchemist and are knocked Prone and Stunned for one round. A successful Ref save halves the damage, and a successful Fort save negates the Prone and Stunned - however only one save may be taken, each victim must decide what to try
[*]The target catches fire, the flames a weird colour and scorching their soul. Every round that they burn (until put out), they take 1d6 Fire damage per level of the Alchemist and 1d6 Cold damage per level of the Alchemist. Additionally, they take 1 Charisma damage each round, and when first targeted they must pass a Will save or Panic until the flames are put out. Anyone who at any point occupies the same square as them must make a Ref save or catch fire as well
[*]Poison Gas is released in a 15' spread, lingering for 5 rounds. It obscures vision, but more importantly everyone in the area must make a Fort save vs Poison each round or take 1d6 Con damage and be Nauseated for the round
[*]*This grants a +4 Alchemical bonus to all ability scores for one minute
[*]Creates a Disintegrate effect on target
[*]A 20' radius cloud of glue forms and lingers for 3 rounds before solidifying. All in the area must make a Fort save against becoming Slowed and a Ref save against becoming Entangled. If both saves are failed, they become Helpless. Once the glue solidifies, all in the area are automatically Helpless, and begin to suffocate
[*]*Gain a Breath Weapon that can be used once per 5 rounds for 1 minute per level: 45' cone of poisonous electric gas, 2d6 Acid/Lightning damage per HD (Ref half), and Poison (Fort negates, 1d6 Str/1d6 Str)
[*]The target's morale is improved, granting the effects of Good Hope, Divine Favour and Divine Power, all for three rounds

Lead to Gold! (Su):
Starting at level nine, the Mana Alchemist can, with one minute of work, turn up to 1 pound per level of any nonmagical metal into an equal weight of gold.

Dual Infusions (Su):
At level ten, the Mana Alchemist gains the ability to infuse items with two Mana elements with the same action, and they can hold any two Mana elements at a time. If two conflicting abilities are given ("Deals Fire damage" and "Deals Cold damage"), then take the average ("Deals half Fire and half Cold damage") if possible. Otherwise select one to be ignored.

Brew Potions (Su):
At level eleven, the Mana Alchemist gains the ability to make potions, as per the feat. He can create Potions of any spell of level 0-3 from the Cleric, Druid or Sorcerer/Wizard lists, as though he knew the spells. He needn't pay any XP costs for this, though they go bad if not used in one week.

Mouth-Watering Recipes (Ex):
Starting at level twelve, the Mana Alchemist may learn Mouth-Watering recipes.
[*]Heals target or is splashed into a 20' radius spread that provides a Cure Critical Wounds effect on all in the area, or released as a gas in a 15' radius cloud that hangs around for 1 minute, with a Cure Moderate Wounds effect on all in the area (select when designing the recipe).
[*]All in a 15' radius spread gain the benefits of Good Hope, Divine Favour and Divine Power, all for three rounds.
[*]A 15' radius spread is splashed with Liquid Fire, dealing 2d6 Fire damage per level to all in the area (Ref half) and setting them on fire. All wearing armour add three times their Armour bonus to the damage. The area also counts as a Grease spell, applying the damage each round, for one minute.
[*]Materials are polymorphed - change the material that one weapon or armour is made from, permanently. Can also be used to make general changes such as turning skulls into skull-shaped jewels or turning one 5' cube per level of castle wall into sand or Diamond-studded Ceramite-Adamantium Blend.
[*]Creates a Bottled Soul, that restores any lost levels and removes any negative levels, or can be fed into an element to create an Elemental (must be of roughly same size, maximum CR is 3 less than Alchemist's character level) for 1 minute or into an object to create an Awakened Animated Object for one minute.
[*]A Demon, created from chemicals and mana power, is forged, existing for one minute before fizzling out. It can be any Tanar'ri with a CR at least 2 less than the Alchemist's character level. The Alchemist can probably spend some relevant resource (talk with DM) to make it permanent, having a permanent ally made out of sulphur and tea.
[*]Poison Gas is released in a 30' radius spread, lingering for 10 rounds. It obscures vision, but more importantly everyone in the area must make a Fort save vs Poison each round or take 2d6 Con damage and be Nauseated for the round. Even after leaving, those who failed a save against it are Nauseated for one minute.
[*]*The target gains the ability to Fly, as per the spell, benefits from a Greater Blur effect, and can hurl Lightning Bolts as a Standard action (2d6 per level of the Alchemist, damage not capped).
[*]A 10' radius spread of air is turned into either a solid (stone) or a liquid (acid) - decide which when creating the recipe. In the former case, all in the area are instantly held immobile and suffocating, requiring a Strength check (use the Alchemy DCs) to break free. In the latter case, all in the area are counted as being fully immersed in acid: 10d6 Acid damage and 1d4 Con damage instantly, and again every round if they remain in the area.
[*]A 15x15x15' cube of earth/stone is turned into magma. Anyone standing on top immediately begins to sink, and takes 20d6 Fire damage. Every round they spend in the area, they count as Slowed and Entangled, and take another 20d6 Fire damage.

Alchemical Blood (Ex):
Starting at level fourteen, the Mana Alchemist's body starts producing chemicals which are usually beneficial. With a Swift action, the Mana Alchemist can gain the effects (good and bad) of any drug, and with a Standard action he can produce it in his saliva, to create a dose to bottle (though it turns to water after one day) or to spit out, delivering as a ranged touch attack to 15 feet. The save DCs are 10 + half HD + Con.

Divine Recipes (Ex):
Starting at level sixteen, the Mana Alchemist may learn Divine recipes.
[*]*The consumer is transformed into another creature, which is chosen when the recipe is first created. The target creature must have a CR no higher than the level of the Alchemist. The target is transformed into the new creature, via 100% character sheet replacement, no fuck you, for 10 minutes.
[*]A spray is released from the holder of the item, in a Cone (30' + 5' per level). All in the area take 3d6 negative levels (Fort half), which go away at the end of the day, just before one would normally have to save against permanent level loss. All in the area are also Entangled by the darkness for a number of rounds equal to the number of negative levels suffered.
[*]*Whoever consumes it becomes a Lich, permanently, as long as they are not a Construct or Undead already. If they don't actually want this to happen, they get a Fort save to resist. There is always some form of residue left over from this, which becomes the phylactery, or maybe it's a potion and the bottle is the phylactery. You decide.
[*]Whoever consumes this, or is in the square this is thrown into, must make a Fort save or be possessed by Mana power imbued with a fragment of the Alchemist's mind. Essentially, they are possessed as per Magic Jar, except the Alchemist is still active and suffers no drawbacks if they wander too far, die or get an exorcism performed. However his concentration is not infinite: he can only possess one person at a time while also having control over his own body.
[*]A Gate (travel version) is created as the creation burns a hole between the planes.
[*]A 50' radius cloud of burning icy doom is unleashed, lingering for 10 minutes or until dispersed. It functions like a Solid Fog, except all in the area take 1d6 Cold damage per level and 1d6 Fire damage per level every round they remain. When this is created, either the user of the item must be inside the area of effect, or one part of the circumference of the area must be in an adjacent square. If it is dispersed by strong winds, it will first drift in a 100' wide, 300' long line, dealing damage to all in the area (Ref half).
[*]When the item is used, it begins to magnetically draw meteors in. Starting on the following round, a meteor will hit, centred on that square it landed in or the target who consumed it, every round for 1 minute. Each meteor deals 10d6 Bludgeoning damage and 10d6 Cold damage, automatically to the square/target. Those within 15' are affected but get a Ref save for half. Naturally, chunks of broken meteor will start to fill the area, turning into Difficult Terrain.
[*]The target is killed (a [Death] effect), and Disintegrated (the body destroyed except for tiny specks of dust), and replaced with/surrounded by beautiful crystals, essentially creating a statue of the target. There is no save involved, but for the purposes of Resurrection, the statue counts as the corpse.
[*]Adding water to this creates 2d4 instant Beholders that are loyal to the Alchemist and hang around for 10 minutes before dissolving. They get an Alchemical bonus (equal to the Alchemist's level minus their CRs) on Attack rolls, Damage rolls, Saving Throws, Save DCs and Armour Class.
[*]A 30' radius cloud of smoke is released, which fills its area with all the planar traits of a plane of the Alchemist's choice (chosen each time the item is made). Effectively, all in the area are actually in the plane in question, and if they fail a Ref save when first inside the effect, will actually be grabbed by denizens and dragged there, effectively Gated into the plane. With a Standard action, the user can cause the smoke to tumble back into the vial/bottle and place a cork in, pulling all inside with it. This traps them inside, the only way to release them being to break or open the vial.

Secret Recipe (Ex):
At level seventeen, the Mana Alchemist develops a secret recipe, which does something. If I told you what it does, it wouldn't be much of a secret, now would it? It's awesome, though. Really.

Elixir of Life (Su):
Starting at level eighteen, the Mana Alchemist can produce the Elixir of Life. Doing so takes a full day, and when complete, it will last for seven days or until consumed, whichever happens first. When poured down someone's throat, they are restored to life with no level loss, even if killed by things that prevent Raise Dead or Resurrection from working (though if it prevents True Resurrection from working, you're SOL). They are also cured of all negative levels, ability damage, ability drain, HP damage, nonlethal damage, Vile/Frostburn damage and debilitating conditions.

Good Strong Hot Strong Warming - But Not Hotting - Good Fresh Fresh Good Tea (Ex):
At level twenty, the Mana Alchemist wins the game.

Recipe Name Table:
d20 rollAdjectiveIngredientCreationWith a side of
1ArcticChocolateTeaEvil
2AncientBismuthCakeChaos
3BalefulTitaniumPieAmbrosia
4BlazingBerryPowderSouls
5GreenWheatgrassBiscuitDragonscales
6Faerie-SweetRosehipJamPixie Dust
7Double-bakedPotatoPotionFire
8Brand-LabelCitrusCoffeeLightning
9HolySalvePlatinumElemental
10InfernalIronAcidTrapped Ghost
11SourChlorineFumePain
12DistilledArsenicTonicCocaine
13BlissfulCyanideSludgeLiquid Gold
14CataclysmicWormwoodPerfumeChocolate
15DestructiveBeefCreamQuicksilver
16Eel-FlavouredCheeseChocolateWish
17Award-WinningWaferCloudMiracle
18ChocolateMintMotesHope
19HerbalFlowerShardsShadow Essence
20SyntheticGunpowderLiqueurChips

Last edited by Koumei on Fri Apr 30, 2010 10:14 am, edited 9 times in total.
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Re: [Tome] Mana Alchemist

Post by IGTN »

Koumei wrote:Secret Recipe (Ex):
At level seventeen, the Mana Alchemist develops a secret recipe, which I promise will do something, I just don't know what yet.
This caught my eye. It might be funny if you leave it undefined. Something like "At level seventeen, the Mana Alchemist develops a secret recipe, which does something. If I told you what it does, it wouldn't be much of a secret, now would it? It's awesome, though. Really."
"No, you can't burn the inn down. It's made of solid fire."
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