Spheres of Power

Self-Experimentalist (Alchemist Archetype)

Although most alchemists enhance their own bodies with their alchemical skills, self-experimentalists focus on alchemical self-improvement to the exclusion of other scientific pursuits. They gain fantastic abilities to transform their bodies and purge their afflictions, but tend to be selfish egoists, obsessed with their own personal development.

Steel Fists (Su): As a swift action, a self-experimentalist can anoint his fists with a special unguent and transform them into metal for 1 round. At 1st level, while his fists are anointed, the self-experimentalist can make unarmed strikes that deal 1d6 points of bludgeoning damage plus his Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. The self-experimentalist can use this ability a number of times per day equal to his alchemist level plus his Intelligence modifier. The damage of self-experimentalist’s steel fists gains 1d6 of bonus damage at every odd-numbered alchemist level.

To anoint his fists, the alchemist must have a freehand and use a small vial containing an ounce of oil—the alchemist can create this oil from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most self-experimentalists create a number of oil vials at the start of the day equal to the total number of steel fist uses they have in that day—once created, an oil vial remains usable by the self-experimentalist indefinitely.

This ability replaces bombs. A self-experimentalist cannot select discoveries that modify bombs.

Inherent Resistance: At 2nd level, a self-experimentalist receives a +1 resistance bonus on saving throws. This bonus increases by 1 for every 4 alchemist levels the self-experimentalist possesses.

This ability replaces poison use.

Personal Ministration: At 6th level, once per day, a self-experimentalist may heal himself as a swift action, healing 1d6 hit points for every two alchemist levels he possesses. When he uses this ability, the self-experimentalist can also remove one of the following conditions from himself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.

This ability replaces swift poisoning.

Discoveries: The following discoveries complement the self-experimentalist archetype: elixir of life, feral mutagen, grand mutagen, greater mutagen, infuse mutagen, preserve organsUM, and spontaneous healingUM.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
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Neutral Organizations
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Umbral Organizations
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