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Science moves on, but that doesn’t mean that old theories become worthless. The archaic philosopher uses old ideas of how the natural elements work to power their alchemy and gain the service of a powerful, mutable elemental.

Natural Philosophy (Ex)[]

The archaic philosopher gains all Knowledge skills as class skills. Upon taking the first level in this class, they learn Aquan, Ignan, Sylvan, and Terran. If they already speak one of these languages they do not gain a replacement.

Bound Elemental (Ex)[]

Starting at 1st level, an archaic philosopher retains the service of an elemental being that grows and mutates as its master’s knowledge of natural forces grows. This functions similarly to a tinker alchemist’s automaton, with the following exceptions.

It is an outsider with the elemental subtype and is not mindless. It speaks one of Aquan, Ignan, Sylvan, or Terran (typically the one associated with its element).

It gains bonus hit points based on its Constitution score and does not gain the Bonus HP ability. Its Constitution increases by 1 at 4 HD and every 4 HD thereafter.

It gains one feat at 1st level and every odd HD thereafter.

Instead of the elemental’s slam being treated as adamantine for the purpose of overcoming damage reduction when the archaic philosopher attains 10th level, the elemental’s slam gains the following effect, depending on the base form:

  • Earth: push 5 feet, +5 feet for every 5 levels above 10th
  • Fire: burn 2d6, DC 10 + 1/2 the elemental’s level + the archaic philosopher’s Intelligence modifier
  • Metal: treated as adamantine for the purpose of overcoming damage reduction
  • Water: trip
  • Wood: grab

The alchemical binding of elemental to alchemist limits the elemental’s freedom, and so it is limited to taking a single move action per round unless commanded, just as an automaton.

If an archaic philosopher releases their bound elemental, they may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation and alchemical experimentation in an environment infused with that element (e.g. a forge for a metal elemental, a river for a water elemental, or a laboratory filled with candles, braziers, and open flames). The ceremony requires rare reagents with a cost of 100 gp. This ceremony can also replace a bound elemental that has perished.

This ability replaces alchemical discipline, but this archetype may still be combined with the recondite mechanist archetype. The changes it applies to the tinker alchemist’s automaton instead apply to the bound elemental.

Archaic Breakthrough (Ex)[]

At 5th level and every six levels afterwards, an alchemist experiences a mystic fusion with their bound elemental, gaining the following benefits:

Assimilating Command (Ex): At 5th level, when an archaic philosopher spends quintessence to command their bound elemental, they gain 10 temporary hit points and a +2 bonus to saving throws against paralysis, poison, sleep effects, and stunning. These temporary hit points and bonuses last for a number of rounds equal to the tinker alchemist’s Intelligence modifier. They increase to 20 temporary hit points and +4 at 10th level and 30 temporary hit points and +6 at 20th level.

Life Link (Ex): At 11th level, as an immediate action when either the archaic philosopher or their bound elemental would take damage, the archaic philosopher may divide the damage taken between the two in any way they wish. This occurs before the damage is taken and so may prevent either from dying due to damage taken.

Gentle Fetters (Ex): At 17th level, an archaic philosopher no longer needs to spend quintessence to command their bound elemental as a free action. If they have Assimilating Command, they gain the bonuses from that breakthrough whenever they command their automaton.

This alters discipline breakthrough, but this archetype may still be combined with the subtle alchemist archetype. The archaic alchemist cannot also choose the tinker discipline with the subtle alchemist archetype.

Elemental Resistance (Ex)[]

At 9th level and again at 19th level, the archaic philosopher gains a defense depending on their bound elemental.

9th level

  • Earth: Resist acid 10
  • Fire: Resist fire 10
  • Metal: DR 5/bludgeoning and magic
  • Water: DR 5/piercing and magic
  • Wood: DR 5/slashing and magic

19th level

  • Earth: Immunity to acid
  • Fire: Immunity to fire
  • Earth: DR 20/bludgeoning and magic
  • Water: DR 20/piercing and magic
  • Wood: DR 20/slashing and magic

If the archaic philosopher retains this defense if they lose or dismiss their bound elemental, but if they later gain a bound elemental of a different element their defense changes to match that element.

This alters discipline defense.

BOUND ELEMENTAL BASE FORMS[]

Each elemental has one of five elements, which determines its starting size, speed, AC, attacks, and ability scores. Alternatively, any one of these base forms can be used to make a Small elemental. If the automaton is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Its slam attack deals the same damage as if it were medium. If this choice is made, the bound elemental can be made Medium whenever its master gains a new alchemist level, while a Medium bound elemental may be made Small whenever its master gains a new alchemist level.

Earth[]

Starting Statistics

Size Medium; Speed 20 ft., burrow 5 ft.; AC +2 natural armor; Attack slam (1d6); Saves Fort (good), Ref (bad), Will (good); Ability Scores Str 14, Dex 12, Con 16, Int 3, Wis 10, Cha 11

Fire[]

Starting Statistics

Size Medium; Speed 30 ft.; AC +2 natural armor; Attack slam (1d6); Saves Fort (bad), Ref (good), Will (good); Ability Scores Str 14, Dex 16, Con 12, Int 3, Wis 10, Cha 11

Metal[]

Starting Statistics

Size Medium; Speed 30 ft.; AC +2 natural armor; Attack slam (1d6); Saves Fort (good), Ref (good), Will (bad); Ability Scores Str 16, Dex 12, Con 14, Int 3, Wis 10, Cha 11

Water[]

Starting Statistics

Size Medium; Speed 20 ft., swim 20 ft.; AC +2 natural armor; Attack slam (1d6); Saves Fort (good), Ref (bad), Will (good); Ability Scores Str 12, Dex 14, Con 16, Int 3, Wis 10, Cha 11

Wood[]

Starting Statistics

Size Medium; Speed 30 ft.; AC +2 natural armor; Attack slam (1d6); Saves Fort (bad), Ref (good), Will (good); Ability Scores Str 14, Dex 14, Con 14, Int 3, Wis 10, Cha 11

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