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SOME FEATS FOR AN ALCHEMICAL ARCHETYPE

DISTILL SPELL RESIDUE


By heating the mashed brain from a wizard (or any arcane caster) the alchemist can brew a kind of potion. The distillation must be finished within 24 hours after death (preserve organ do not help in this case as it do not stop the magical residue to slip away). The number of spell levels equals to the characters levels in the Gruesome Extractor class. Only one instance of each currently known spell may be distilled into a potion, and only once per wizard. Which spell that is to be bottled has to be decided upon in advance of the process and each requires special reagents and solutions in unique proportions for each spell. By applying certain indicator substances and cross reference these tests a knowledge of what spells are available. Each test takes d6 hours and gives knowledge of one randomly chosen spell. Any number of spell may be distilled from a brain (limited by availability and time), but each spell takes one hour per spell slot level to distil (observe that it is the level of the slot and not the level of the spell that is the deciding factor). Cantrips have a too small magic residue to be a subject of distillation. The DC of the Craft (alchemy) is 15+1 per hour since death at the start of distillation and +1 per spell slot level. The alchemical apparatus needed and the reagents can be found in any transportable alchemical lab. The product is a potion that may be of greater level than an ordinary potion if the alchemist and the content of the brain are good enough and gives the inhibitor one use of exact that spell. The spell must be cast when the potion is quaffed and all other circumstances apply as usual (ie focus, material, somatic and vocal parts).

TRITURATION OF THE INNERMOST ESSENCE


By this method, which is a complicated process ending in a powder that has to be inhaled, a spelllike ability can be extracted from a corpse. The corpse need not be fresh but not to decayed (rule of thumb, in normal circumstances not older than a week) when the process is started. A body part associated with the power is treated in a process to draw all of the magical ability into it. That part is then removed from the rest of the corpse (which decomposes in an accelerated way) and treated in a process similar to mummification. In the end of week the process is ended with roasting the body part over a fire fuelled by wood drenched in certain oils. The resulting powder contains the spell-like ability, the powder is enough for a number of uses equal to the number of levels in the Gruesome Extractor class times the check result from a Crafting (alchemy) at DC 18+CR of source. Each dose gives the spell like ability to the inhaler equal to the square of CR of the source creature in rounds. (ie CR 1=1 round, CR 2= 4 rounds, CR 20 = about one hour). Although the process requires a good oven and fireplace, the equipment in itself can be found in a transportable alchemical lab.

SYPATHETIC WITHRAWAL OF ESOTHERIC SKILLS


This process creates a tool that extracts supernatural abilities from corpses. The Gruesome Extractor must have the fresh corpse (within an hour) and a well-equipped alchemical lab. The organ associated with the supernatural power is treated much as in Trituration above, but instead of the roasting the end product is conserved in a glass jar specially made for the process filled with noxious chemicals. The last thing that is done to the organ before the glass jar is sealed is that a needle is pierced through it and broken in half. When corresponding body part is stabbed with this needle the stabbed loses D4 hitpoints but gains the supernatural power exactly like the source of the organ for a time period equal to the CR of the source in days. At the end of this period the stabbed user of the power is sickened for twice as long. The Gruesome Extractor must succeed with a Craft (alchemy) DC 20+CR of source.

SALVE OF ABILITY
By removing fats and other liquids from a source one ability bonus may be gained for a short period. The corpse can be of no more than a day or so old, the pieces must be treated in close vicinity of the corpse if it is too large for fit into the cauldron. Chunks of the corpse it is boiled until a thick salve is skimmed of the top. The number of doses is equal to the number of corpses multiplied by a size factor (i.e. you need 8 diminutive creatures for one dose, but a gargantuan gives 8 doses). Only one salve of each type (up to total doses) can be made (ie a Ogre supplies enough raw material for one strength and one Con salve, where as one human only ever can supply one salve total). The salve is applied on most of the body of the recipient of the bonus. The bonus equals to half the sources bonus in the ability. The duration of the bonus is equal to CR of the source times the Craft (Alchemy) check result at DC 10+CR of source expressed in hours. At the end of this period the user is Fatigued for an equal time.

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