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jiriku
2012-12-09, 10:21 AM
This school is intended to accompany the machinist (http://www.giantitp.com/forums/showthread.php?t=262484) class, although naturally it can be adapted for other uses.

Designer's Note:
Experienced ToB homebrewers, I am hoping for your help here! These are my first homebrew martial disciplines, and doubtless will be in need of some polish and fine-tuning. Please lend me your expertise.


EXPERIMENTAL ALCHEMY


http://i846.photobucket.com/albums/ab24/gallopinggiraffes/philosophers_stone-1.jpg

Students of the Experimental Alchemy college understand that the alchemical items sold by most outfitters and used by most adventurers are mere parlor tricks compared to what can be accomplished by a true master of alchemical principles.

Craft (alchemy) is the key skill for the Experimental Alchemy College. The associated weapons for Experimental Alchemy are the acid flask, acidic fire, alchemist’s fire, alchemist’s frost, alchemist’s spark, and tanglefoot bag. Experimental Alchemy maneuvers are extraordinary abilities unless otherwise stated.

Experimental Alchemy maneuvers are usable only by machinists unless you have the Martial Study feat. To initiate an Experimental Alchemy maneuver, you must have access to a [magitech] power source, most commonly a magitech armor or shield. Your DM may introduce other magitech power sources during play. Many Experimental Alchemy strikes require you to have and expend specific alchemical substances.

LIST OF MANEUVERS:
Level 1
Alchemical Spray (Strike) – You spray an alchemical reagent in a 15-foot cone.
Energy Flash (Strike) – Your melee attack deals extra energy damage
Hydraulic Overdrive (Stance) – You can retrieve and ready alchemical items as a free action.
Nerv Injection (Stance) – You are immune to fear.
Quicksilver Elixir (Boost) – Your speed increases.

Level 2
Alchemical Geyser (Strike) – You spray an alchemical reagent in a 30-foot line.
Ectoplasmic Film (Boost) – Your [magitech] weapons, armor, and shields gain the ghost touch ability.
Essential Essence (Boost) – You recover 5 points of ability damage.
Tanglefoot Burst (Strike) – You seed an area with tanglefoot.

Level 3
Alchemical Bomb (Strike) – You throw a canister of alchemical reagent under intense pressure, which explodes in a 10-foot burst.
Albedo Elixir – You are purged of all poisons and diseases.
Daystrider Infusion (Stance) – You are immune to [fatigue] and [exhaustion] and can function normally in extreme temperatures.

Level 4
Ferrous Aqua Strike (Strike) – Attack deals +4d6 damage and sickens those resistant to cold iron.
Liquid Sunlight Strike (Strike) – Attack illuminates and dazzles, deals +4d6 damage to those vulnerable to bright light.
Master Alchemist’s Spray (Strike) – You spray an alchemical reagent in a 30-foot cone.
Powdered Silver Strike (Strike) – Attack deals +4d6 damage and sickens those resistant to alchemical silver.
Rusting Strike (Strike) – Attack deals extra damage to constructs.

Level 5
Acidfire Strike (Strike) – Your melee attack deals 8d6 [acid] and [fire] damage, and foe may take damage over time and be [entangled] for 1d4 rounds.
Coldfire Strike (Strike) – Your melee attack deals 8d6 [cold] damage and may cause foe to shiver uncontrollably for 1d4 rounds.
Master Alchemist’s Geyser (Strike) – You spray an alchemical reagent in a 60-foot line.

Level 6
Berserk (Stance) – You gain additional attack per round, +4 enhancement bonus to Strength and Constitution, 1 temp hp per level.
Master Alchemist’s Bomb (Strike) – You throw a canister of alchemical reagent under intense pressure, which explodes in a 20-foot burst.
Wondrous Transmutation – You transmute one thing into another.

Level 7
Rubedo Elixir (Counter) – When you are killed, you soon return to life
Hunter’s Infusion (Stance) – you gain bonuses on stealth and detection, can’t be tracked by scent.

Level 8
Ectoplasmic Infusion (Stance) – You become incorporeal.
Wondrous Transfiguration – You transform something into something else.

Level 9
Philosopher’s Stone – You tap your own essence to produce a wondrous effect.

jiriku
2012-12-09, 10:26 AM
MANEUVER DESCRIPTIONS:
ACIDFIRE STRIKE
Experimental Alchemy (Strike)
Level: Machinist 5
Prerequisite: One Experimental Alchemy Maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Effect: One creature
Duration: Instantaneous and 1d4 rounds
Saving Throw: Reflex Partial

Your strike erupts in a deadly conflagration of flame and acidic fumes.

As part of this maneuver, make a single melee attack. You deliver a precisely calibrated dose of acid and alchemist’s fire with your attack, dealing an additional 8d6 points of damage, half of which is [acid] damage and half of which is [fire] damage. Additionally, your target must make a Reflex save (DC = 15 + your Intelligence modifier) or be [entangled] by a thick gooey mixture of burning acid, which deals 1d6 points of [acid] damage and 1d6 points of [fire] damage per round. The mixture burns away to nothing after 1d4 rounds.

ALBEDO ELIXIR
Experimental Alchemy
Level: Machinist 3
Prerequisite: One Experimental Alchemy maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

You feel momentary pain as your suit injects the elixir, and then you are suddenly feeling much healthier.

The albedo elixir greatly increases the function of your immune system, purging your body of all poisons and diseases (unless such an effect is also a curse, such as mummy rot). However, it does not repair any damage that has already been dealt by such afflictions, such as ability damage. This maneuver is a supernatural ability.

ALCHEMICAL BOMB
Experimental Alchemy (Strike)
Level: Machinist 3
Initiation Action: 1 standard action
Range: Thrown
Effect: 10-foot radius burst
Duration: Instantaneous
Saving Throw: Reflex half

With a swing of your arm and the release of a catch, you toss a small canister at your foes, which bursts in midair to release a cloud of deadly chemicals.

As part of this maneuver, you use the hydraulic or pneumatic equipment in your armor to load an alchemical substance into a canister with a short-fuse detonator, which you then toss at your foes. This is a thrown splash weapon with a 10-foot range increment, which you aim at a grid intersection (see Player’s Handbook p.158 for details). Instead of affecting a single target, the alchemical substance affects all creatures (and objects, if applicable) in a 10-foot radius burst. You do not need to roll to hit, but if the alchemical substance deals damage, affected creatures may attempt a Reflex save (DC 13 + your Intelligence modifier) for half damage. If the alchemical substance normally offers a saving throw, creatures save against it using its normal DC or this maneuver’s DC, whichever is higher. The alchemical spray is instantaneous, but if the alchemical substance used has an effect over a duration, it operates over its normal duration in the usual fashion.

Special: To initiate this maneuver, you must expend one dose of an alchemical substance that can be sprayed over an area (such as a liquid, goo, or powder). The alchemical substance used determines the effect delivered by the spray.

ALCHEMICAL GEYSER
Experimental Alchemy (Strike)
Level: Machinist 2
Initiation Action: 1 standard action
Range: 30 feet
Effect: line
Duration: Instantaneous
Saving Throw: Reflex half

You release a valve and eject a geyser of deadly chemicals onto your foes.

You use the hydraulic or pneumatic equipment in your armor to spray an alchemical substance over an area. Instead of affecting a single target, the alchemical substance affects all creatures (and objects, if applicable) in a 30-foot line. You do not need to roll to hit, but if the alchemical substance deals damage, affected creatures may attempt a Reflex save (DC 12 + your Intelligence modifier) for half damage. If the alchemical substance normally offers a saving throw, creatures save against it using its normal DC or this maneuver’s DC, whichever is higher. The alchemical spray is instantaneous, but if the alchemical substance used has an effect over a duration, it operates over its normal duration in the usual fashion.

Special: To initiate this maneuver, you must expend one dose of an alchemical substance that can be sprayed over an area (such as a liquid, goo, or powder). The alchemical substance used determines the effect delivered by the spray.

ALCHEMICAL SPRAY
Experimental Alchemy (Strike)
Level: Machinist 1
Initiation Action: 1 standard action
Range: 15 feet
Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half

You release a valve and eject a spray of deadly chemicals onto your foes.

You use the hydraulic or pneumatic equipment in your armor to spray an alchemical substance over an area. Instead of affecting a single target, the alchemical substance affects all creatures (and objects, if applicable) in a 15-foot cone-shaped burst. You do not need to roll to hit, but if the alchemical substance deals damage, affected creatures may attempt a Reflex save (DC 11 + your Intelligence modifier) for half damage. If the alchemical substance normally offers a saving throw, creatures save against it using its normal DC or this maneuver’s DC, whichever is higher. The alchemical spray is instantaneous, but if the alchemical substance used has an effect over a duration, it operates over its normal duration in the usual fashion.

Special: To initiate this maneuver, you must expend one dose of an alchemical substance that can be sprayed over an area (such as a liquid, goo, or powder). The alchemical substance used determines the effect delivered by the spray.

BERSERK
Experimental Alchemy (Stance)
Level: Machinist 6
Prerequisite: Two Experimental Alchemy maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

An injector pricks your skin, and a ruddy liquid rushes through thin tubes into your veins. You feel a red battle haze settle over your vision.

You configure the hydraulic control system in your armor to inject you with continuous microdoses of berserk, a volatile mixture of several alchemical substances. While you remain in this stance, you gain a +4 enhancement bonus to Strength and Constitution, 1 temporary hit point per initiator level, and an additional attack per round at your highest base attack bonus whenever you make a full attack. This additional attack is not cumulative with other effects that rely on speed or morale to grant you an additional attack, such as the haste or righteous wrath of the faithful spells. The temporary hit points are lost when you exit this stance.

COLDFIRE STRIKE
Experimental Alchemy (Strike)
Level: Machinist 5
Prerequisite: One Experimental Alchemy Maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Effect: One creature
Duration: Instantaneous and 1d4 rounds
Saving Throw: Reflex Partial

Your strike erupts in a deadly conflagration of blue-white flames.

As part of this maneuver, make a single melee attack. You deliver a precisely calibrated dose of coldfire and rimefire ice dust with your attack, dealing an additional 8d6 points of [cold] damage. Additionally, your target must make a Fortitude save (DC = 15 + your Intelligence modifier) or be coated in the substance, which deals 2d6 points of [cold] damage per round and causes the victim to take a -2 penalty to all attacks, saves, and checks as he shivers uncontrollably. Creatures with the [cold] subtype, or those immune to [cold] damage, may ignore the penalty. The ice mixture dissolves away to nothing after 1d4 rounds.

DAYSTRIDER INFUSION
Experimental Alchemy (Stance)
Level: Machinist 3
Prerequisite: One Experimental Alchemy maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

An injector pricks your skin, and a brilliant blue liquid rushes through thin tubes into your veins. The journey seems less difficult than it did before.

You configure the hydraulic control system in your armor to inject you with continuous microdoses of daystrider, an alchemical substance that is sovereign against the effects of fatigue and exertion. When you enter this stance, you gain the following benefits:

You can tolerate extreme temperatures, as per the endure elements spell.
Any [fatigue] or [exhaustion] effect you were suffering from is removed, and you are immune to [fatigue], [exhaustion] and magical sleep effects.
You do not take nonlethal damage from force marching and you do not need to sleep, but force marching or ignoring sleep for six or more hours leaves you [sickened] for 24 hours.

ECTOPLASMIC FILM
Experimental Alchemy (Boost)
Level: Machinist 2
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: End of turn

A sheen of ectoplasm momentarily coats your equipment.

With the flip of a switch, your hydraulics spray a light mist of ectoplasm over your equipment. Your [magitech] weapons, armor and shields gain the ghost touch special ability. This maneuver is a supernatural ability.

ECTOPLASMIC INFUSION
Experimental Alchemy (Stance)
Level: Machinist 8
Prerequisite: Three Experimental Alchemy maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

An injector pricks your skin, and a ghostly, translucent liquid rushes through thin tubes into your veins. Your form wavers and becomes insubstantial.

You configure the hydraulic control system in your armor to inject you with continuous microdoses of ectoplasm, bring you close to the spirit world. For as long as you remain in this stance, you gain the subtype, and experience all the benefits and drawbacks of being incorporeal. However, while in this stance, your natural life essence is suppressed, and you cannot benefit from natural or magical healing. This maneuver is a supernatural ability.

ENERGY FLASH
Experimental Alchemy (Strike)
Level: Machinist 1
Initiation Action: 1 standard action
Range: Melee Attack
Effect: One creature
Duration: Instantaneous

[i]There is a flash of energy as your strike connects with its target.

As part of this maneuver, make a single melee attack. You deliver a precisely calibrated dose of quickfrost, quickspark or quickflame with your attack, which deals 1d6 points of either [cold], [electricity] or [fire] damage per two initiator levels.

Special: To initiate this maneuver, you must expend one dose of an alchemical substance that can be sprayed over an area (such as a liquid or powder). The alchemical substance used determines the effect delivered by the spray.

ESSENTIAL ESSENCE
Experimental Alchemy (Boost)
Level: Machinist 2
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

A quick injection of essential essences soon restores your vigor.

You inject yourself with a serum containing the vital essences of life. You immediately heal up to 5 points of ability damage from a single ability score of your choice.

FERROUS AQUA STRIKE
Experimental Alchemy (Strike)
Level: Machinist 4
Prerequisite: One Experimental Alchemy maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Effect: One creature
Duration: Instantaneous
Saving Throw: Fortitude Partial

There is a splash of reddish liquid as your strike connects with its target.

As part of this maneuver, make a single melee attack. You deliver a precisely calibrated dose of ferrous aqua with your attack, which causes your attack to bypass damage reduction as a cold iron weapon. If the creature struck has damage reduction that is bypassed by cold iron weapons, it takes an additional 4d6 points of damage and is [sickened] for one round. A successful Fortitude save (DC 14 + your Intelligence modifier) negates the [sickened] condition but not the damage.

HUNTER’S INFUSION
Experimental Alchemy (Stance)
Level: Machinist 7
Prerequisite: Two Experimental Alchemy maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

An injector pricks your skin, and a greenish liquid rushes through thin tubes into your veins. Your senses feel sharper and more vibrant, and you feel much lighter on your feet.

You configure the hydraulic control system in your armor to inject you with continuous microdoses of a cocktail of alchemical reagents intended to sharpen your balance, reflexes, and senses, and mask your natural scent. For as long as you remain in this stance, you gain a competence bonus equal to your initiator level on Hide, Listen, Move Silently, and Spot checks, cannot be located by scent, and you gain Track as a bonus feat.

HYDRAULIC OVERDRIVE
Experimental Alchemy (Stance)
Level: Machinist 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You detach and throw a prepared capsule from your belt, then immediately grab and ready another.

You configure the hydraulic control system in your armor to automatically fill a series of prepared capsules with your preferred alchemical reagents, allowing you to greatly increase your rate of fire. While you remain in this stance, you can retrieve and ready alchemical items as a free action. This allows you to make multiple attacks or iterative attacks with alchemical items, if you have the means to do so.

LIQUID SUNLIGHT STRIKE
Experimental Alchemy (Strike)
Level: Machinist 4
Prerequisite: One Experimental Alchemy maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Effect: One creature
Duration: Instantaneous
Saving Throw: Fortitude Partial

There is a splash of radiant liquid as your strike connects with its target.

As part of this maneuver, make a single melee attack. You deliver a precisely calibrated dose of liquid sunlight with your attack, which causes your target to become [dazzled] and radiate light a torch for one round. A successful Fortitude save (DC 14 + your Intelligence modifier) negates the [dazzled] condition but not the radiance. If the creature struck is vulnerable to bright light (such as a drow or vampire), it takes an additional 4d6 points of damage.

MASTER ALCHEMIST’S BOMB
Experimental Alchemy (Strike)
Level: Machinist 6
Prerequisite: Two Experimental Alchemy maneuvers
Initiation Action: 1 standard action
Range: Thrown
Effect: 20-foot radius burst
Duration: Instantaneous
Saving Throw: Reflex half

With a swing of your arm and the release of a catch, you toss a small canister at your foes, which bursts in midair to release a cloud of deadly chemicals.

As part of this maneuver, you use the hydraulic or pneumatic equipment in your armor to load an alchemical substance into a canister with a short-fuse detonator, which you then toss at your foes. This is a thrown splash weapon with a 20-foot range increment, which you aim at a grid intersection (see Player’s Handbook p.158 for details). Instead of affecting a single target, the alchemical substance affects all creatures (and objects, if applicable) in a 20-foot radius burst. You do not need to roll to hit, but if the alchemical substance deals damage, affected creatures may attempt a Reflex save (DC 16 + your Intelligence modifier) for half damage. If the alchemical substance normally offers a saving throw, creatures save against it using its normal DC or this maneuver’s DC, whichever is higher. The alchemical spray is instantaneous, but if the alchemical substance used has an effect over a duration, it operates over its normal duration in the usual fashion.

Special: To initiate this maneuver, you must expend one dose of an alchemical substance that can be sprayed over an area (such as a liquid, goo, or powder). The alchemical substance used determines the effect delivered by the spray.

MASTER ALCHEMIST’S GEYSER
Experimental Alchemy (Strike)
Level: Machinist 5
Prerequisite: Two Experimental Alchemy maneuvers
Initiation Action: 1 standard action
Range: 60 feet
Effect: line
Duration: Instantaneous
Saving Throw: Reflex half

You release a valve and eject a geyser of deadly chemicals onto your foes.

You use the hydraulic or pneumatic equipment in your armor to spray an alchemical substance over an area. Instead of affecting a single target, the alchemical substance affects all creatures (and objects, if applicable) in a 60-foot line. You do not need to roll to hit, but if the alchemical substance deals damage, affected creatures may attempt a Reflex save (DC 15 + your Intelligence modifier) for half damage. If the alchemical substance normally offers a saving throw, creatures save against it using its normal DC or this maneuver’s DC, whichever is higher. The alchemical spray is instantaneous, but if the alchemical substance used has an effect over a duration, it operates over its normal duration in the usual fashion.

Special: To initiate this maneuver, you must expend one dose of an alchemical substance that can be sprayed over an area (such as a liquid, goo, or powder). The alchemical substance used determines the effect delivered by the spray.

MASTER ALCHEMIST’S SPRAY
Experimental Alchemy (Strike)
Level: Machinist 4
Prerequisite: Two Experimental Alchemy maneuvers
Initiation Action: 1 standard action
Range: 30 feet
Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half

You release a valve and eject a spray of deadly chemicals onto your foes.

You use the hydraulic or pneumatic equipment in your armor to spray an alchemical substance over an area. Instead of affecting a single target, the alchemical substance affects all creatures (and objects, if applicable) in a 30-foot cone-shaped burst. You do not need to roll to hit, but if the alchemical substance deals damage, affected creatures may attempt a Reflex save (DC 14 + your Intelligence modifier) for half damage. If the alchemical substance normally offers a saving throw, creatures save against it using its normal DC or this maneuver’s DC, whichever is higher. The alchemical spray is instantaneous, but if the alchemical substance used has an effect over a duration, it operates over its normal duration in the usual fashion.

Special: To initiate this maneuver, you must expend one dose of an alchemical substance that can be sprayed over an area (such as a liquid, goo, or powder). The alchemical substance used determines the effect delivered by the spray.

NERV INJECTION
Experimental Alchemy (Stance)
Level: Machinist 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

An injector pricks your skin, and a gold-colored liquid rushes through thin tubes into your veins. Your emotions recede and you are able to react more calmly.

You configure the hydraulic control system in your armor to inject you with continuous microdoses of nerv, an alchemical substance commonly known as liquid courage. When you enter this stance, any [fear] effects you were suffering from are removed, and you are immune to [fear] effects for as long as you remain within this stance.

PHILOSOPHER’S STONE
Experimental Alchemy
Level: Machinist 9
Prerequisite: Four Experimental Alchemy maneuvers
Initiation Action: See text
Range: See text
Target: See text
Duration: See text
Saving Throw: See text

You feel momentary pain as a needle begins to extract a clear, radiant fluid from you.

The philosopher’s stone is the apex of alchemy, the secret that all alchemists yearn to uncover. It is not really a stone, but the realization or achievement of acquiring perfect skill and perfect character. With the philosopher’s stone, the alchemist learns to transmute himself, becoming more excellent and perfect. Initiating philosopher’s stone requires a standard action unless you are duplicating an effect that is not normally initiated or cast with a standard action. In that case, the action required to initiate it matches the action required to initiate or cast the duplicated effect. This maneuver is a supernatural ability.

Philosopher’s stone can produce any one of the following effects with no xp cost.

Duplicate any martial maneuver of 8th level or lower, provided the maneuver is from a discipline or college available to you.
Duplicate any martial maneuver of 7th level or lower, even if the maneuver is from a discipline that is not available to you.
Duplicate any spell of 6th level or lower.
Have any effect whose power level is in line with the above effects.

Philosopher’s stone can instead produce any one of the following effects, but you must pay 1,000 xp.

Permanently transmute one touched nonmagical item into another item of up to 25,000 gp value.
Enchant one touched item as a magical item of up to 15,000 gp in value.
Undo misfortune, forcing a reroll of any one roll made within the last round (including your last turn). An unwilling target gets a Will save to negate the effect (DC 19 + your Intelligence modifier).
You do not age for one year.

Alternately, you can use Philosopher’s Stone to produce a very powerful effect, but you must pay 5,000 xp.

You gain a permanent +1 inherent bonus to an ability score. Two to five uses of philosopher’s stone within a 30-minute period can grant you a +2 to +5 inherent bonus to an ability score.
Revive the dead. You can bring a dead creature back to life as per the resurrection spell.
Restore the corpse a creature whose body has been completely destroyed. This allows you to subsequently revive it with a second use of philosopher’s stone.

Special: When philosopher’s stone duplicates a spell that has an expensive material component or an xp cost, you must provide that component or pay that xp cost.

POWDERED SILVER STRIKE
Experimental Alchemy (Strike)
Level: Machinist 4
Prerequisite: One Experimental Alchemy maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Effect: One creature
Duration: Instantaneous
Saving Throw: Fortitude Partial

There is a puff of silvery powder as your strike connects with its target.

As part of this maneuver, make a single melee attack. You deliver a precisely calibrated dose of powdered alchemical silver with your attack, which causes your attack to bypass damage reduction as a silvered weapon. If the creature struck has damage reduction that is bypassed by silvered weapons, it takes an additional 4d6 points of damage and is [sickened] for one round. A successful Fortitude save (DC 14 + your Intelligence modifier) negates the [sickened] condition but not the damage.

QUICKSILVER ELIXIR
Experimental Alchemy (Boost)
Level: Machinist 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You feel momentary pain as your suit injects the elixir, then you are suddenly moving much faster.

The quicksilver elixir greatly increases your speed, but can be dangerous because it does not improve your reflexes to match. You gain a +30 foot enhancement bonus to your land speed, but become flat-footed.

RUBEDO ELIXIR
Experimental Alchemy (Counter)
Level: Machinist 7
Prerequisite: Three Experimental Alchemy maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See text

Your suit injects the elixir just as you fall dead from your wounds. A moment later, your chest heaves as you inhale once more and life quickens in your veins.

The rubedo elixir, often called the elixir of life, grants you tremendous vitality, even enabling you to return from death if delivered upon your death, but the burst of vitality it grants is short-lived. Initiate this maneuver whenever you are injured or killed. At the beginning of your next turn, you are returned to life, as if with the raise dead spell, and healed of most injuries and negative effects, as with the heal spell. For the next five rounds, you can function normally, but at the expiration of that time your hit points are reduced to zero and you become [disabled] and [dying] (see Player’s Handbook p.145 for more information). This maneuver is a supernatural ability.

The rubedo elixir does not work if you are slain by an effect that would defeat the raise dead spell.

Special: The rubedo elixir transmutes your inner essence to restore you to life. You must spend 200 xp to initiate this maneuver.

RUSTING STRIKE
Experimental Alchemy (Strike)
Level: Machinist 4
Prerequisite: One Experimental Alchemy maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Effect: One creature
Duration: Instantaneous
Saving Throw: Fortitude Partial

There is a puff of reddish brown powder as your strike connects with its target.

As part of this maneuver, make a single melee attack. You deliver a precisely calibrated dose of powdered rust cube with your attack, which causes your attack to bypass damage reduction and hardness as an adamantine weapon if your target is principally composed of metal. A principally metallic object or creature takes an additional 4d6 points of damage at the beginning of each of its turns for the next two rounds. The powder can be removed with a move action

TANGLEFOOT BURST
Experimental Alchemy (Strike)
Level: Machinist 2
Initiation Action: 1 standard action
Range: Thrown
Effect: 20-foot radius burst
Duration: 2d4 rounds

You toss the canister as far as you can, and bursts upon impact, showering the area with alchemical goo.

As part of this maneuver, you throw a specially constructed, highly pressurized canister of tanglefoot. This is a thrown splash weapon with a 10-foot range increment, which you aim at a grid intersection (see Player’s Handbook p.158 for details). The canister bursts upon impact, filling a 20-foot radius burst and turning the entire area into difficult terrain. This goo is especially sticky, and attempts to use the Tumble skill to move through the area take a -10 penalty. After 2d4 rounds, the goo hardens and crumbles into dust.

Special: To initiate this maneuver, you must expend one tanglefoot bag, which does not produce its normal effect when used in this fashion.

WONDROUS TRANSFIGURATION
Experimental Alchemy
Level: Machinist 8
Prerequisite: Four Experimental Alchemy maneuvers
Initiation Action: One minute
Range: Touch
Target: Up to 100 cu. feet/level
Duration: See text

You apply the alchemical reagents, and the dull lead ingot flows like water before your eyes, becoming a gleaming chalice of gold!

You have unlocked one of the most potent arts of the alchemist’s trade, the art of advanced transmutation. Thus, by applying certain rare alchemical reagents and whispering mystic incantations, you can convert almost any sort of nonliving object into any other. You can convert an object up to 100 cubic feet per initiator level in size to another.

The duration of the effect depends on how radical a change is made from the original state to its enchanted state. The DM determines the duration by using the following guidelines.


Changed Subject Is:Increase to Duration Factor1
Same kingdom (animal, vegetable, mineral)+5
Same class (grains, metals, types of animals, etc.)+2
Same size+2
Related (twig is to log, chain is to prison cell, etc.)+2
1 Add all that apply. Look up the total on the next table.


Duration FactorDurationExample
020 minutesDragon tooth to statue of a human
21 hourDragon tooth to statue of a dragon
43 hoursWooden sword to steel sword
512 hoursCopper coin to stone tablet
72 dayscopper bead to silver chalice
91 weekpiece of steel armor to suit of mithril armor
11Permanentlead ingot to gold ingot

There are some restrictions on what changes you can work. You cannot transmute magical items or items in the possession of an unwilling creature, or parts of continuous objects that are too large to fit within your maximum volume. If you transmute a poison that is delivered by contact or inhalation, you are automatically exposed to that poison.

Objects transmuted by this maneuver are considered magically created, and thus cannot be used as spell components. However, they do not radiate magic nor can they be returned to their original composition with dispel magic or similar effects. This maneuver is a supernatural ability.

Special: For most campaigns, the ability to create wealth by transmuting base metals into more valuable ones has the potential to significantly upset game balance. Within such campaigns, if you are transmuting an object into a material that is significantly more rare and valuable than the base material, you require additional expensive reagents with a cost equal to the difference in the gp cost of the new item as compared to the old. For example, turning a silver goblet worth 5gp into a golden one worth 500 gp requires you to expend 495 gp worth of alchemical reagents.

Additionally, in some campaigns, the DM may wish to restrict transmutation of certain special or exotic materials for flavor or story reasons. Your DM may rule that you cannot transmute cold iron or starmetal, for instance, or some other campaign-specific material.

WONDROUS TRANSMUTATION
Experimental Alchemy
Level: Machinist 6
Prerequisite: Three Experimental Alchemy maneuvers
Initiation Action: One minute
Range: Touch
Target: Up to 10 cu. feet/level; see text
Duration: Instantaneous

You apply the alchemical reagents, and the dull lead ingot has becoming a gleaming piece of gold!

You have unlocked one of the most precious secrets of the alchemist’s trade, the art of transmutation. Thus, by applying certain rare alchemical reagents and whispering mystic incantations, you can convert lead into gold, or transform a flask of acid into water, wine, alchemist’s fire, or poison. You can convert an object up to 10 cubic feet per initiator level in size from one substance to another. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.

There are some restrictions on what changes you can work. You cannot change the state of an object; thus you must convert a solid into another solid, a liquid to a liquid, or a gas into a different gas. You cannot change the shape of an object; thus a sponge turned to steel is a piece of steel wool, not a solid metal ingot. Likewise, you cannot impart mechanical properties that are determined by how an object is made, so a practice sword made of wood that is transmuted to steel would not be as sharp, strong or flexible as a properly made blade. You cannot transmute magical items or items in the possession of an unwilling creature, or parts of continuous objects that are too large to fit within your maximum volume. You must change all of one thing into all of something else; thus you cannot turn a gold coin into a coin that is half wood and half stone, for example, nor could you transmute half the coin into wood and leave the other half gold. However, you can transmute an object that is a distinct piece of a larger object, such as transmuting a single link of a long iron chain into wax (so long as the links were forged separately). If you transmute a poison that is delivered by contact or inhalation, you are automatically exposed to that poison.

Objects transmuted by this maneuver are considered magically created, and thus cannot be used as spell components. However, they do not radiate magic nor can they be returned to their original composition with dispel magic or similar effects. This maneuver is a supernatural ability.

Special: For most campaigns, the ability to create wealth by transmuting base metals into more valuable ones has the potential to significantly upset game balance. Within such campaigns, if you are transmuting an object into a material that is significantly more rare and valuable than the base material, you require additional expensive reagents with a cost equal to the difference in the gp cost of the new item as compared to the old. For example, turning a silver goblet worth 5gp into a golden one worth 500 gp requires you to expend 495 gp worth of alchemical reagents.

Additionally, in some campaigns, the DM may wish to restrict transmutation of certain special or exotic materials for flavor or story reasons. Your DM may rule that you cannot transmute cold iron or starmetal, for instance, or some other campaign-specific material.

jiriku
2014-05-29, 01:09 AM
Repaired tables and corrected a number of typos.

N. Jolly
2014-05-30, 01:16 AM
Okay, I want to read over this more later since this seems baller and I love Alchemy, but as a personal request, can you PLEASE list maneuvers by level and not alphabetically? Reading maneuvers done alpha style is always such a pain, at least for me.

jiriku
2014-06-01, 01:17 PM
If I can find the time, I'd be happy to do so, but summer classes at college start tomorrow and I'll probably be chin-deep in homework really soon. I'll see what I can do.