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The Master of Humors

April 8th, 2013

Alex Riggs

Best in Class Archive

            We’re pretty well into the new year, now, and while there are a handful of classes that are already getting second helpings on archetypes here at Best in Class, a few have yet to get any love at all. One of these poor, neglected classes is the alchemist, and so I decided to try my hand at a crazy new alchemist archetype…by hearkening back to ancient Greece, when cutting-edge medicine drew upon the established four basic elements (air, earth, fire, and water) to understand how special fluids called humors control the human body. This has always felt very “alchemical” to me, and as much as I hate leeches, I thought it might make a good archetype (don’t worry, no leeches were harmed in the making of this article).

 

 

New Alchemist Archetype
Master of Humors

            While other alchemists focus on brewing potions and infusing magic into liquid form, the master of humors knows that true power lies in controlling the various liquids that make up and influence the human body.

            Humor-Inflaming Concoction (Su): Beginning at 1st level, the master of humors can brew special aromatic concoctions which, when inhaled, cause certain bodily fluids to rapidly expand in the body, gaining influence over the others. Throwing such a concoction uses the throw splash weapon special attack, and the concoction has a range increment of 10 feet. If a creature is hit by the concoction, it must succeed on a Fortitude save (DC 10 + 1/2 the master of humors’s alchemist level + the master of humors’s Intelligence modifier) or suffer the concoction’s effects. If a creature would take splash damage from the concoction, it must succeed on a Fortitude save as well, but gains a +4 bonus on its saving throw.

            Creating and throwing a concoction requires a full-round action which provokes attack of opportunity, and counts as an extract of the highest level that the master of humors can create for the purposes of how many extracts the master of humors can create that day. When the master of humors creates a humor-inflaming concoction, he must determine which of the four humors it will affect. Each humor has a different mechanical effect, as outlined below.

            Black Bile: The concoction causes the target’s body to pump out more and more black bile, which poisons his mind with depression and despair. The target suffers a -2 morale penalty on damage rolls and Will saves to resist fear effects and any emotion effect that relies on negative emotions (such as anger or depression), but gains a +2 bonus on Fortitude saves as well as on Will saves made to resist charm effects. These bonuses and penalties last for one minute. When the master of humors reaches 8th level, these bonuses and penalties increase to +3 and -3 respectively, and when the master of humors reaches 15th level, they increase to +4 and -4.

            Blood: The concoction inflames the target’s blood, which begins to pump with more strength and speed, rushing through his veins and making him giddy. The target gains a +2 morale bonus to attack rolls and Will saves to resist fear effects and any emotion effect that relies on negative emotions (such as anger or depression), but also suffers a -2 penalty to AC and Will saves made to resist charm effects. These bonuses and penalties last for one minute. When the master of humors reaches 8th level, these bonuses and penalties increase to +3 and -3 respectively, and when the master of humors reaches 15th level, they increase to +4 and -4.

            Phlegm: The concoction causes the target’s body to overproduce phlegm, which clogs and clouds his glands, freeing him from emotions and giving him rational clarity. The target gains a +2 morale bonus to AC and to Will saves made to resist mind-affecting effects, but suffers a -2 penalty on Reflex saves and damage rolls. These bonuses and penalties last for one minute. When the master of humors reaches 8th level, these bonuses and penalties increase to +3 and -3 respectively, and when the master of humors reaches 15th level, they increase to +4 and -4.

            Yellow Bile: The concoction causes the target’s body to flood with yellow bile, an acidic substance which renders him quick to anger. The target gains a +2 morale bonus on attack and damage rolls, but suffers a -2 penalty to AC and Will saves. These bonuses and penalties last for one minute. When the master of humors reaches 8th level, these bonuses and penalties increase to +3 and -3 respectively, and when the master of humors reaches 15th level, they increase to +4 and -4.

            This ability replaces the mutagen class feature.

            Bodily Control (Ex): Beginning at 14th level, the master of humors gains the ability to intuitively control the balance of humors in his own body with a startling degree of accuracy and finesse. This control allows him to alter his own abilities on the fly. As a full-round action that provokes attacks of opportunity, the master of humors can grant himself a +2 bonus to a physical ability score (Strength, Dexterity, or Constitution) or mental ability score (Intelligence, Wisdom, or Charisma) of his choice. If he does, he also suffers a -2 penalty to a different ability score of the same type. These bonuses and penalties last indefinitely, but the master of humors can only grant himself a bonus to one mental ability score and one physical ability score in this way at any one time (for example, he could give himself +2 Strength, -2 Dexterity, +2 Intelligence, and -2 Charisma, but could not give himself +2 Strength, -2 Wisdom, nor could he give himself +4 Intelligence, -2 Wisdom, -2 Charisma). The master of humors can end this effect, or re-allocate one set of bonuses and penalties, as a full-round action that provokes attacks of opportunity.

            At 20th level, the master of humors can choose to gain a +4 bonus and a -4 penalty when using this ability, instead of the normal amounts.

            This ability replaces the persistent mutagen class feature.