Star Lore

Star Lore= Gem Lore
Cutting and Enchanting Gems like Adramor did when he placed the gems in the firmament of the skies.

Star Caster

Wandering the mountains, caverns and depths of the earth, the Stone Caster seeks out the ancient rites of Stone Lore long ago lost to the Duervan people. The Stone Caster is either lost in study of ancient etchings and runes, or zealously leading the party to seek out long lost catacombs and legendary reliquaries. While some cStone Casters content themselves with sedentary lives as historians pouring over ancient texts, the true Stone Caster answers a deeper, nearly fanatical, calling. Rather than cast magic like a spellcaster, the Stone Caster divines and enhances the magical potential within gems, crystals, and precious stones. He imbues them with arcane energies, causing their unique attributes to be intesified and creating powerful magical effects. These stones can then be used to release this energy instantly or channeled slowly into another object. Stone Casters are the crafters of various magical items, masters of the ancient Carn'Furnaces (places where Arcana pools), and are always seeking the lost lore of the ancients who created this magic.

Role: The Stone Caster is reputed to be driven, single minded men and women with a goal to unearth the lores of their ancient people, or rediscover the lost knowlege themselves. Their magic involves enchanting magical stones, gems and crystals; extracting energy from such stones, and channeling their energy into other objects or targets. He perfects the creation of his enchanted stones by infusing them with magic siphoned from his aura and often binding these stones to his own body. In fact, the first act of becoming a Stone Caster is absorbing a vast amount of stone into his bloodstream to increase his power to detect, identify and commune with the earth. The Stone Caster is driven to unearth ancient lore, and will stop at nothing to do so; often ignoring the very strict laws of duervan society to do so. This trait make the Stone Caster a oddity amongst his own kind, but seem to fit quite well with most adventuring groups.

Alignment: Any.

Hit Die: d8.

Class Skills

The Stone Caster's class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Stone Caster
Level Base Attack Bonus Fort Save Ref Save Will Save Special Natural AC Bonus DR Max Dex Bonus
1st 0 +2 +2 +0 Craft Magical Powder +2 2/- +4
2nd +1 +3 +3 +0 Stone Lore +2 2/- +4
3rd +2 +3 +3 +1 +2 2/- +4
4th +3 +4 +4 +1 Stone Lore +2 2/- +4
5th +3 +4 +4 +1 +3 4/- +3
6th +4 +5 +5 +2 Stone Lore +3 4/- +3
7th  +5 +5 +5 +2 +3 4/- +3
8th +6/+1 +6 +6 +2 Stone Lore +3 4/- +3
9th +6/+1 +6 +6 +3 +4 6/- +2
10th +7/+2 +7 +7 +3 Stone Lore +4 6/- +2
11th +8/+3 +7 +7 +3 +4 6/- +2
12th +9/+4 +8 +8 +4 Stone Lore +4 6/- +2
13th +9/+4 +8 +8 +4 +5 8/- +1
14th +10/+5 +9 +9 +4 Stone Lore +5 8/- +1
15th +11/+6/+1 +9 +9 +5 +5 8/- +1
16th +12/+7/+2 +10 +10 +5 Stone Lore +5 8/- +1
17th +12/+7/+2 +10 +10 +5 +6 10/- +0
18th +13/+8/+3 +11 +11 +6 Stone Lore +6 10/- +0
19th +14/+9/+4 +11 +11 +6 +6 10/- +0
20th +15/+10/+5 +12 +12 +6 Stone Lore +6 10/- +0
Table: Imbuements per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5

Class Features

The following are class features of the Stone Caster.

Weapon and Armor Proficiency: Stone Casters are proficient with all martial weapons and armors.

Stone Body (Su): At 1st level, a Stone Caster performs an elaborate ritual to bind his body with precious stones and gems, fusing it with his skin and instilling it into his blood. This transformation heightens his physical durability at the cost of his mobility and encumbrance. This ritual grants the Stone Caster a +2 natural armor bonus, and a Damage Resistance of 2/-. Unfortunately, the side effect is that the character's skin grows tougher and he becomes heavier. His maximum dexterity bonus starts at +4. Every 4th level his natural armor increases by +2, his Damage Reduction increases by 2, and his Max Dex Bonus drops by 1.

Stone Casting (Su) Stone Casters are masters of imbuing magical stones with arcane power, creating temporary magical times. In effect, a Stone Caster prepares his spells by selecting a rare, valuable stone (gems, crystals, precious stones) and and then “casts” his spells into these stones. When a Stone Caster creates a Magical Gem, he imbues it with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (Gemcutting) to create a magical item, a Stone Caster gains a competence bonus equal to his class level on the Craft (Gemcutting) check. In addition, a Stone Caster can use Craft (Gemcutting) to identify the magical properties of enchanted stones as if using detect magic. He must hold the stone for 1 round to make such a check.

A Stone Caster can create three special types of magical items— Edelstein (Magical Stones), Edelmehl (Magical Dusts), and Edelsphar (Crystal Balls). Edelstein are rare gems and precious stones that can be imbued with magical spells to be released at a later date. Edlemehl are Magical Dusts formed from the smithereens of gem cutting and can be used to perform transformative effects when dusted over people and objects, though they are consumed in the casting. Edelsphar are powerful orbs of stone that have unique magical abilities, and are considered the precipice of a Stone Caster's abilities. Each of these is detailed in their own sections below.

Edelstein (Magical Stones): Edelstein are the most varied of the three. In many ways, they behave as single use magical items, and as such their effects can be dispelled by effects like dispel magic using the Stone Caster's level as the caster level. Magical Stones can be imbued with powerful spell effects that might be beyond the ability of similar magical items.

A Stone Caster can only Imbue a certain number of Edelstein of each level per day. His base daily allotment of Imbuements is given on Table 2–1. In addition, he receives bonus Imbuements per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When a Stone Caster Imbues an Edlestein, he charges the facets and crystals within the stone with magic siphoned from his own magical aura. An Edelstein immediately becomes inert if it leaves the Stone Caster's possession, reactivating as soon as it returns to his keeping—a Stone Caster cannot normally pass out his Edelstein for allies to use (but see the “Preimbue” Stone Lore below). An Edelstein, once imbued, remains potent for 1 day before losing its magic, so a Stone Caster must re-imbue his Magical Stones every day. Imbuing a Magical Stone takes 1 minute of work—most Stone Casters prepare many Edelstein at the start of the day or just before going on an adventure, but it's not uncommon for a Stone Caster to keep some (or even all) of his daily extract slots open so that he can prepare Edelstein in the field as needed.

Although the Stone Caster doesn't actually cast spells, he does have an Imbuements list that determines what effects he can charge his Edelstein with. A Stone Caster can utilize spell-trigger items if the spell appears on his Imbuements list, but not spell-completion items (unless he uses Use Magic Device to do so). A Edelstien is “cast” by "Firing" it, as if activating a magical device—the effects of an Edelstein exactly duplicate the spell upon which its Imbuement is based. A Stone Caster can draw and fire an Edelstein as a standard action. The Stone Caster uses his level as the caster level to determine any effect based on caster level.

Creating an Edelstein requires either a rare gem or a precious stone, either of which can be costly. Only one Imbuement can be placed on each stone. The value of such stones is based on their unique properties, purity, and flawlessness. Thus, the gp value is relative to the spell level that such a stone can hold. Because of this, imbuing Edelstein costs no other material expenses, unless a spell normally has a costly material component of a much higher value or significance (that is, bearing an aspect related to the nature of that spell). If so, that component must be in proximity at the time of imbueing the spell into the Magical Stone and is expended during casting.

Edelstein cannot be made from spells that have focus requirements (Edelstein that duplicate divine spells never have a divine focus requirement).

A Stone Caster can prepare Edelstein of any Imbuement he knows. To learn an Imbuement or use an Edelstein, a Stone Caster must have an Intelligence score equal to at least 10 + the Imbuement's level. The Difficulty Class for a saving throw against a Stone Caster's Edelstein is 10 + the Imbuement level + the Stone Caster's Intelligence modifier.

A Stone Caster may know any number of Imbuements. He stores his Imbuements upon pliable metal scrolls (such as copper or aluminum) or etched in stone tablets, which he calls his "Lore". He must refer to his Lore whenever he prepares an Edelstein but not when he fires it. A Stone Caster begins play with two 1st-level Imbuements of his choice, plus a number of additional Imbuements equal to his Intelligence modifier. At each new Stone Caster level, he gains one new Imbuement of any level that he can create. A Stone Caster can also add Imbuements to his Lore just like a wizard adds spells to his spellbook, using the same costs, time, and requirements; though requiring only 1/4 of a "page" per spell level. A Stone Caster cannot study a wizard's spellbook to learn Imbuements from equivalent spells; the concepts are simply too different to be of effect. Likewise, a wizard, cannot learn spells from a Stone Caster's Lore. The only exception to this is the arcane writings of an Earth Elementalist. It is possible for a Stone Caster to interpret these writings, but this requires a ???? skill check at a DC equal to 20+ twice the level of the spell. When a Stone Caster finds the lost Lore of another Stone Caster, though, he can learn the Imbuements and he does not need to decipher arcane writings before copying them. He is still limited on the number of Imbuements he can learn per level.

Edelmehl (Magical Dusts) (Su): In addition to Edelstein, Stone Casters are adept at swiftly imbueing magic properties into the dust of precious stones and rare gems. Such dusts can be imbued with effects that can be cast upon specific targets, accomplished by throwing the dust upon them. A Stone Caster can use a number of Edlemehl each day equal to his class level + his Intelligence modifier. Edlemehl do not have the integrity of stone, and thus if not used in the round they are created their magic wisps away, leaving the dust inert—their method of creation prevents large volumes of enchanted dusts from being created and stored. In order to create an Edlemehl, the Stone Caster must use a handful of gem or precious stone dust (about an 6 ounces)—the Stone Caster can create this dust from the smithereens remaining from gem cutting. The dust must be stored in a specially prepared leather pouch, hereafter referred to as a Dust Pouch. These supplies can be readily refilled at any gemcutting lab in the same manner as a spellcaster's component pouch. Most Stone Casters create a number of Dust Pouches equal to the total number of Edlemehl they can create in a day. The cost to create a Dust Pouch depends upon the type of dust it holds, and each normally can hold 30 uses (180 ounces). Stone Casters meticulously track their remaining dust and are especially careful not to waste it.

Drawing the dust, imbueing it, and throwing an Edelmehl requires a standard action that provokes an attack of opportunity. Thrown Edelmehl have a range of 10 feet and require a touch attack. They are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an Edelmehl is considered cast, and any reflex saving throw is considered to have failed (since an attack roll was made). Endurance and Will saves are still rolled as normal. Effects have a caster level equal to the Stone Caster's Level.

Stone Casters begin knowing 2 types of Edelmehl Imbuements, and gain additional Edelmehl Imbuements as they increase in levels. A Stone Caster's Edelmehl, like Edelstein, becomes inert if used or carried by anyone else.

Craft Magical Powders (Ex): At 1st level, Stone Casters receive Craft Magical Powder as a bonus feat. A Stone Caster can craft Magical Powders of any Edelmehl Imbuement he knows (up to 3rd level), using his Stone Caster level as his caster level. The Stone Caster does not need to meet the prerequisites for this feat.

Stone Lore (Su):
Stone Casters have discovered a few of the lost secrets of their society, but there is much more to be discovered. Every other level a Stone Caster may select one Stone Lore ability which, so long as he meets the minimum requirements. He may, though, choose to hold this slot open, hoping to find a lost lore in some unearthed scroll, tablet or hall.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Acid bomb*: When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.

Combine extracts: When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract. An alchemist must be at least 8th level before selecting this discovery.

Concentrate poison: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.

Concussive bomb*: When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save. An alchemist must be at least 6th level before selecting this discovery.

Delayed bomb: The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An alchemist cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the alchemist's level + the alchemist's Intelligence modifier). An alchemist must be at least 8th level before selecting this discovery.

Dilution: Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens. An alchemist must be at least 12th level before selecting this discovery.

Dispelling Bomb: When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect. The alchemist must be at least 6th level before selecting this discovery.

Elixir of life: Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. An alchemist must be at least 16th level before selecting this discovery.

Enhance potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.

Eternal potion: If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent. An alchemist must be at least 16th level and must possess the extend potion discovery before selecting this discovery.

Explosive bomb*: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Extend potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.

Fast bombs: An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An alchemist must be at least 8th level before selecting this discovery.

Feral mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Force bomb*: When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. An alchemist must be at least 8th level before selecting this discovery.

Frost bomb*: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Grand mutagen: The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen). An alchemist must be at least 16th level and must possess the greater mutagen discovery before selecting this discovery.

Greater mutagen: The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists. An alchemist must be at least 12th level before selecting this discovery.

Infuse mutagen: When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.

Inferno bomb*: The effects of the smoke created by an alchemist's bomb duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level. An alchemist must be at least 16th level and must possess the smoke bomb discovery before selecting this discovery.

Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Madness bomb: The alchemist's bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. An alchemist must be at least 12th level before selecting this discovery.

Poison bomb*: The effects of the smoke created by an alchemist's bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level. An alchemist must be at least 12th level and must possess the smoke bomb discovery before selecting this discovery.

Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Shock bomb*: When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.

Smoke bomb*: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.

Sticky bomb: The effects of the alchemist's bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. An alchemist must be at least 10th level before selecting this discovery.

Sticky poison: Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this discovery.

Stink bomb*: The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round. An alchemist must possess the smoke bomb discovery before selecting this discovery.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Persistent Mutagen (Su): At 14th level, the effects of a mutagen last for 1 hour per level.

Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

Grand Discovery (Su): At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Awakened Intellect: The alchemist's constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.

Eternal Youth: The alchemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time.

Fast Healing: The alchemist's flesh responds to damage with shocking speed—he gains fast healing 5.

Philosopher's Stone: The alchemist learns how to create a philosopher's stone, and can do so once per month at no cost. Creating a philosopher's stone takes 1 day of work.

Poison Touch: The alchemist gains a poisonous touch, as if under the effects of a poison spell. He can suppress or activate this ability as a free action. The physical appearance of how the alchemist generates and delivers his poisonous touch varies from alchemist to alchemist.

True Mutagen: The alchemist's mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen). An alchemist must possess the grand mutagen discovery before selecting this discovery.

Stone Caster Imbuements

Stone Casters gain access to a variety of Imbuements used in Stone Casting of the following spells. These are used in creating Edelstein (Targets Self, and Area of Effect spells), and Edelmahl (Targets Self or Others).

1st-Level Stone Caster Imbuements—
Expeditious Excavation: Moves 5-ft. cubes of earth.
Grease: Makes 10-ft. square or one object slippery.
Stone Fist: Your unarmed strikes are lethal.

bomber's eye*, comprehend languages, crafter's fortune*, cure light wounds, detect secret doors, detect undead, disguise self, endure elements, enlarge person, expeditious retreat, identify, jump, keen senses*, negate aroma*, reduce person, shield, stone fist*, touch of the sea*, true strike.

2nd-Level Stone Caster Imbuements—
Create Pit: Creates an extradimensional pit.
Glitterdust: Blinds targets, outlines invisible things.
Shatter: Sonic energy damages objects or creatures composed of crystal.
Stone Call: 2d6 damage to all creatures in area.

aid, alchemical allocation*, alter self, barkskin, bear's endurance, blur, bull's strength, cat's grace, cure moderate wounds, darkvision, delay poison, detect thoughts, eagle's splendor, elemental touch*, false life, fire breath*, fox's cunning, invisibility, levitate, owl's wisdom, perceive cues*, protection from arrows, resist energy, restoration (lesser), see invisibility, spider climb, transmute potion to poison*, undetectable alignment, vomit swarm*.

3rd-Level Stone Caster Imbuements—
Shifting Sand: Creates difficult terrain, erases tracks.
Spiked Pit: As create pit, but filled with spikes.

absorbing touch*, amplify elixir*, arcane sight, beast shape I, bloodhound*, cure serious wounds, displacement, draconic reservoir*, elemental aura*, fly, gaseous form, haste, heroism, nondetection, protection from energy, rage, remove blindness/deafness, remove curse, remove disease, seek thoughts*, thorn body*, tongues, water breathing.

4th-Level Stone Caster Imbuements—
Calcific Touch: Touch slows target, 1d4 Dex damage.
Stone Shape: Sculpts stone into any shape.
Stoneskin: Grants DR 10/adamantine.

air walk, arcane eye, beast shape II, cure critical wounds, death ward, detonate*, discern lies, dragon's breath*, elemental body I, fire shield, fluid form*, freedom of movement, invisibility (greater), neutralize poison, restoration, spell immunity, stoneskin, universal formula*.

5th-Level Stone Caster Imbuements—
Hungry Pit: As create pit, but dealing 4d6 damage to those in it as it closes.
Passwall: Creates passage through wood or stone wall.
Transmute Mud to Rock: Two 10-ft. cubes per level.
Transmute Rock to Mud: Two 10-ft. cubes per level.
Wall of Stone: Creates a stone wall that can be shaped.

beast shape III, contact other plane, delayed consumption*, dream, elemental body II, elude time*, magic jar, nightmare, overland flight, planar adaptation*, plant shape I, polymorph, resurgent transformation*, sending, spell resistance.

6th-Level Stone Caster Imbuements—
Acid Fog: Fog deals acid damage.
Flesh to Stone: Turns subject creature into statue.
Move Earth: Digs trenches and builds hills.
Stone to Flesh: Restores petrified creature.
Wall of IronM: 30 hp/four levels; can topple onto foes.

analyze dweomer, beast shape IV, elemental body III, eyebite, form of the dragon I, giant form I, heal, mislead, plant shape II, shadow walk, statue, transformation, true seeing, twin form*, wind walk.

7th
Rampart: Creates 5-ft. thick earthen barrier.
Statue: Subject can become a statue at will.

8th
Iron Body: Your body becomes living iron.
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.

9th
Clashing Rocks: 20d6 damage to target creature.
World Wave: Earth moves you across distances.

Gem Sense (Ex): The Stone Caster can detect precious gems from a great distance away.

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