Flesh Alchemist (3.5e Prestige Class)

Flesh Alchemist
==Flesh Alchemist==

"I can't fight! I haven't had a drink yet!"

Some alchemists aren't content to simply learn how to make potions and transmute materials. No, they have much higher aspirations. They seek to learn to transmute their own flesh, producing concoctions that allow them to transform into the beast they have within themselves. To that end, they have devised a variety of vile concoctions, and then willingly drink them, to enhance their own physical power.

Class Features
All of the following are class features of the Flesh Alchemist.

Weapon and Armor Proficiency: A Flesh Alchemist is proficient with all simple and martial melee weapons. They gain no proficiency with armor.

 : A Flesh Alchemist learns to make their own Tincture of the Beast at 1st level. They can prepare as much as they need out of common materials in an hour, but it will not work if anyone else drinks it. When they drink it (a standard action), it sends them into a rage for a minute, in which they cannot cast spells, activate magic items, make sneak attacks, or use ranged weapons. Their base attack bonus increases to their hit dice. They also cannot make sneak attacks, but, once per round plus once per round per five points of BAB above 1, can add 1d6 damage per two points of BAB to their melee attacks. They also gain damage reduction X/-, where X is half their character level + 2. Also, they gain a +4 Morale bonus to Strength while under the effects of the Tincture. An alchemist under the effects of a Tincture of the Beast looks substantially more beastial than normal, possibly by sprouting more hair, or by growing larger, or adding fangs; really, the sky's the limit here.

They take effect as if they drank the potions as part of the action of drinking the tincture. These potions don't take a magic item slot.

 : A Flesh Alchemist of 3rd level can make a Greater Tincture. Whenever they make one, though, the previous tincture loses its potency. Drinking it has all of the effects of a regular Tincture of the Beast, but also grants immunity to mind-affecting effects, language-dependent effects, critical hits, death effects, negative levels, and hostile transmutation effects (e.g., petrification and polymorphing), and two primary natural Slam attacks for 1d10 damage at Large size, which are magic weapons with a Medium ability of the Flesh Alchemist's choice (chosen when preparing the Tincture, and it need not be the same). However, while in this state, the Flesh Alchemist cannot use weapons or shields. It also causes the Flesh Alchemist to increase one size category, with all the usual adjustments a monster gets, until the effect ends. The effect of a Greater Tincture always lasts at least two rounds; afterwards, it has a one in six chance of ending each round. A Greater Tincture cannot be made into a Concocted Mixture.

 : Having developed a tolerance for Tincture of the Beast, the Flesh Alchemist must learn to make them stronger. The normal variety leaves them in a rage for only 1d4+1 rounds, while the stronger variety lasts ten minutes, or until an antidote is applied, which they can also make. They can take the antidote while in a rage.

 : While under the effects of Tincture of the Beast, the Flesh Alchemist gains a bonus Combat feat. They gain the same bonus feat every time they take the Tincture unless they've gained the feat permanently since the last time they took the tincture (in which case they must pick a new one). While under the effects of the Greater Tincture, they also gain a Fiend feat that they qualify for (except that they need not be a fiend), with the same restriction.

They have been exposed to enough variety of poisons by 5th level that they are essentially immune to all of them. They also become immune to paralysis, and hostile transmutation, even when not under the effects of a Greater Tincture.