Post by Talonhawke on Apr 28, 2017 11:38:47 GMT -5
Alchemist
Alchemist [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat
Benefit: Choose one of the following options, you have that option and may pick alchemist feats.
Alchemical Weapon: The alchemist has taken the time to research and formulate a circle for a specific weapon this weapon is built as an alternate form Zanpaktou but attack form (ranged, Unarmed, or melee) is chosen for 0 point cost for the first choice. The symbol for the weapon is static and cannot be changed once finished. As a full round action the Alchemist may place the symbol against the ground/wall/or other surface containing the proper materials and summon the weapon.
Alchemical Special: The character has taken the time to research and formulate a circle capable of unleashing a special attack this attack is built using spellscore modifier+Ranks in Knowledge alchemy points and gains points when every either of these two numbers increase. This attack may be used at will and has no reiatsu cost but must have conditions that can render it useless.(such as Roy Mustangs gloves not sparking when wet.
In addition you may use Alchemy to create items from their base components in an accelerated rate. Alchemist is a living race.
Knowledge: (Alchemy) (INT)
Alchemy is preformed first by making an appropriate knowledge or craft check equal to the ½ of the craft DC(round up) of the desired finished product to determine the necessary components and their quantities. This check takes 1 minute minus 1 round for every 5 they beat the dc to a minimum of 1 full round. If the character lacks the requisite skills they can research the information following those rules. The character then draws the needed alchemical circle by making a Knowledge (Alchemy) check to properly write out the formulas the DC is equal to the craft DC of the item being made.The character still must provide 1/3 the items cost in raw materials unless they have some way to break equivalent exchange.
The time required to scribe a circle is based on the complexity of the item and the size. Using the chart below multiply the rate on the chart by 1 for each increment of 10 in the craft DC. So a DC 10 item of medium size requires 2 hours to scribe the proper formulas. For every 10 by which you beat the check treat the item as if it was 1 size smaller to a minimum reduction of 3 sizes.
Action: Varies (see above).
Retry? Yes, but if you fail a check by 4 or less, your formula was off it takes half the time of the previous check to go over your work before trying again. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. If you fail by 10 or more a mishap is suffered Placeholder mishap rules.
Just my starting thought process on it I'll be updating as I can and more than the other home-brew I attempted but let me know what you think and feel free to and any suggestions.
Edit 1: Added line to note that 1/3 item cost in materials is needed.
Edit 2: Added Alchemical weapon text. For alchemical weapon the material requirement isn't meant to overly limit just to prevent the weapon from being summoned just anywhere at anytime.
EDIT 3: Added Alchemical special text. Note that this may seem like a small pool of points but this is meant to be a replacement for a racial weapon and such is usable at will when not hindered.
Alchemist [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat
Benefit: Choose one of the following options, you have that option and may pick alchemist feats.
Alchemical Weapon: The alchemist has taken the time to research and formulate a circle for a specific weapon this weapon is built as an alternate form Zanpaktou but attack form (ranged, Unarmed, or melee) is chosen for 0 point cost for the first choice. The symbol for the weapon is static and cannot be changed once finished. As a full round action the Alchemist may place the symbol against the ground/wall/or other surface containing the proper materials and summon the weapon.
Alchemical Special: The character has taken the time to research and formulate a circle capable of unleashing a special attack this attack is built using spellscore modifier+Ranks in Knowledge alchemy points and gains points when every either of these two numbers increase. This attack may be used at will and has no reiatsu cost but must have conditions that can render it useless.(such as Roy Mustangs gloves not sparking when wet.
In addition you may use Alchemy to create items from their base components in an accelerated rate. Alchemist is a living race.
Knowledge: (Alchemy) (INT)
Alchemy is preformed first by making an appropriate knowledge or craft check equal to the ½ of the craft DC(round up) of the desired finished product to determine the necessary components and their quantities. This check takes 1 minute minus 1 round for every 5 they beat the dc to a minimum of 1 full round. If the character lacks the requisite skills they can research the information following those rules. The character then draws the needed alchemical circle by making a Knowledge (Alchemy) check to properly write out the formulas the DC is equal to the craft DC of the item being made.The character still must provide 1/3 the items cost in raw materials unless they have some way to break equivalent exchange.
The time required to scribe a circle is based on the complexity of the item and the size. Using the chart below multiply the rate on the chart by 1 for each increment of 10 in the craft DC. So a DC 10 item of medium size requires 2 hours to scribe the proper formulas. For every 10 by which you beat the check treat the item as if it was 1 size smaller to a minimum reduction of 3 sizes.
Size | Fine | Diminutive | Tiny | Samll/Med | Large | Huge | Gargantuan | Colossal |
Rate | 15 Mins | 30 Mins | 1 HR | 2 HR | 4 HR | 6 HR | 8HR | 12 HR |
Action: Varies (see above).
Retry? Yes, but if you fail a check by 4 or less, your formula was off it takes half the time of the previous check to go over your work before trying again. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. If you fail by 10 or more a mishap is suffered Placeholder mishap rules.
Just my starting thought process on it I'll be updating as I can and more than the other home-brew I attempted but let me know what you think and feel free to and any suggestions.
Edit 1: Added line to note that 1/3 item cost in materials is needed.
Edit 2: Added Alchemical weapon text. For alchemical weapon the material requirement isn't meant to overly limit just to prevent the weapon from being summoned just anywhere at anytime.
EDIT 3: Added Alchemical special text. Note that this may seem like a small pool of points but this is meant to be a replacement for a racial weapon and such is usable at will when not hindered.