Vivamort
5th February 2006, 08:33 PM
Vivisectionist
In laboratories scattered across the land, Vivisectionists toil over bubbling cauldrons, finely crafted beakers and flasks, and a bewildering array of strange herbs and rare substances to craft a variety of useful, near magical items and tools. Vivisectionists learn to unlock the secrets hidden within plants, blood, and other rare materials. They learn their art largely through experimentation, pushing the boundaries of knowledge through trial and error. In some regions of the world, this practice is deemed illegal and most certainly unethical when the Vivisectionist uses his craft on other people. Often they are employed as torturers and interrogators for those that want discreet services and quick answers to important questions. In many ways, they are like primitive scientists who apply a body of knowledge to help solve the mysteries of the world around them.
The Vivisectionist excel at creating strange materials, researching evidence left behind by creatures and weird monsters, and creating formulas that can repel or poison monstrous beings. They are invaluable for their ability to research the nature and origin of any strange substances they unearth. A Vivisectionist can determine a creature's basic nature by analyzing scraps of its fur or a sample of its blood. With sufficient time, a Vivisectionist can formulate poisons and other substances that can prove baneful to the creatures they study.
Vivisectionists appear rather helpful and not so diabolic until the gain more expreince and start dabbling in more obscene and bizarre experimentation. Vivisectionists can even create new monstrosities and have control of their wills to use as his own servants or becoming an endless supply of research materials.
Hit Die: d4
Ability; Intelligence 16+
Alignment: any.
Feats: Brew Potion, Apothecary [General], Skill Focus (Craft Alchemy).
Skills: Craft(Alchemy) 10 ranks, Knowledge (Arcana) 8 ranks, Profession 4 ranks.
Spell level: Able to cast 5th level spells.
Skill Point at Each Additional Level: 4 + Int modifier.
The vivisectionist's class skills (and the key ability for each skill) are:
Appraise (Int), Concentration (Con), Craft(Alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Profession (Wis), Speak Language and Use Magic Device (Cha), Spellcraft (Int)
Class Features:
All of the following are class features of the Vivisectionist.
Weapon and Armor Proficiency: Vivisectionist gain no proficiency with any weapon or armor.
Spells per Day: When a new Vivisectionist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Vivisectionist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.If a character had more than one spellcasting class before he became a Vivisectionist, he must decide to which class he adds each level of Vivisectionist for the purpose of determining spells per day.
Vivisectionist Progression
Lvl BAB Fort Ref Will Special Spells per Day
1 +0 +0 +0 +2 Laboratory Techniques, Apothecary Studies
+1 level of existing class
2 +1 +0 +0 +3 Dissect Creature, Apothecary Use +1 level of existing class
3 +1 +1 +1 +3 Scrutinize Carnal +1 level of existing class
4 +2 +1 +1 +4 Augmentation Mastery I +1 level of existing class
5 +2 +1 +1 +4 Concoction Mixture +1 level of existing class
6 +3 +2 +2 +5 Augmentation Mastery II +1 level of existing class
7 +3 +2 +2 +5 Brew Interfusion, Subservient Creation +1 level of existing class
8 +4 +2 +2 +6 Augmentation Mastery III +1 level of existing class
9 +4 +3 +3 +6 Intensify Elixir +1 level of existing class
10 +5 +3 +3 +7 Augmentation Mastery IV +1 level of existing class
Apothecary Studies:
At 1st level, Hands-on techniques for Advancing the apothecary's trade, including the gathering of fine materials for use as material components. Material components cost half as much, because you can make most of them yourself. Rare components are considered to be their normal costs.
Laboratory Techniques:
At 1st level, you have learned skilled care and upkeep of laboratories and workshops, in an actual workshop. You know how to find the best equipment and the differences between alchemical and arcane workshops. Any equipment needed is at half cost. You can brew simple potions (first level spells/effects) without a laboratory, if there are little to no distractions. Vivisectionist who wish to save some money by manufacturing equipment on their own, can do so with the use of craft skills. Vivisectionist can manufacture all of the vessels, flasks, and other equipment which are used in alchemy at no cost.
Dissect Creature:
At 2nd level, the Vivisectionist can gain more insight by examining a handful of material from a creature, such as blood, fur, mold spore, or other samples, he can attempt to analyze them to determine some basic facts about it. This process takes a long time and might result in misleading findings, but it can prove invaluable if you face an unknown or strange creature. The dissection is often painful and deadly, for all research of this kind is performed on live subjects.In order to research a sample, you must spend one full day in an Vivisectionist's lab working on it. At the end of each day, your DM makes a secret alchemical research check on your behalf. The DC is determined by the
creature's type and a DC modifier chosen by the DM.
Examples of research DC:
Creature Type Base Research DC
Aberration 10
Animal 2
Construct 10
Dragon 10
Elemental 7
Fey 8
Giant 5
Humanoid 3
Magical Beast 5
Monstrous humanoid 4
Ooze 7
Outsider 10
Plant 4
Undead 10
Vermin 2
Your DM may modify the base DC according to the creature's relative rarity. Common creatures have a -5 DC modifier, rare ones a +5 modifier, very rare ones a + 10 modifier, and unique ones a + 15 modifier.
For each day you spend studying the sample, you may make an alchemical research check with a +1 for each consecutive day you have spent studying the material. Your DM makes this check in secret. If you succeed, you learn a useful piece of information about the creature. If you fail your check by 10 or more or your DM rolls a natural 1 on the check, you learn false information. For each check that leads to false information, you suffer a -2 penalty to future checks. If you suspect a piece of information is false, you can attempt to research it again to make sure you are right. If you fail this check, you learn nothing new. If you succeed, you either confirm or correct your information. In either case, if you opt to confirm a piece of information, you lose any bonuses for consecutive days of research and must start this bonus over at 0. You also lose this bonus if you break your consecutive days of research. You must have access to an laboratory.
Each time you make a successful check or learn incorrect information, your DM may roll on the following table to determine what you learn. If you roll a topic that you have already researched, you gain a new result for that topic based on the result of your check. It is up to you to decide if any change of information warrants stopping your work to confirm a piece of information.
DM's Note: When giving the players information provided by this ability, try to avoid describing them in terms of rules. For example, rather than describe a creature as having 15 HD, tell the players the creature has the mass of several ogres or a single giant. Also the creature in question may not live long enough for any useful information to be gained and the DM must determine the pain threshold of the subject to determine if it expires during a live examination, thus rendering the research incomplete.
Examples of Information Uncovered
1-15% Creature Type: You learn the creature's type, such as beast, outsider, and so forth, along with any subtypes.
16-30% Hit Dice and Size: You learn the creature's total Hit Dice and its size.
31-45% Attacks: You learn the physical attacks the creature can use and your DM gives you a rough estimate of the damage each one inflicts.
46-60% Special Attacks: Your DM picks one of the creature's special attacks at random and gives you a brief description of it.
61-85% Special Qualities: Your DM picks one of the creature's special qualities at random and gives you a brief description of it. This information could prove very useful in defeating a creature, such as indications of its DR or SR ratings.
85-100% Ability Scores: Your DM gives you an estimate of 1d3 of the creature's ability scores.
Apothecary Use: At 2nd level, the Vivisectionists are trained in the alchemical research and never risk accidentally harming themselves when creating or using substances involved with Alchemy.
Scrutinize Carnal:
At 3rd level a Vivisectionist can study a material and learn something about its properties and uses. A researcher can learn something about any substance that is created through Alchemy, or samples of any creature. With the use of his tools and training, he could determine what the substance may be and its origins.An Vivisectionist must spend one day studying a material and must then make an alchemical research check by rolling 1d20 + his class level + his Intelligence modifier. The DM determines the DC of this check based on the substance's rarity and makes this check in secret. On a check that fails by 10 or more or that has a result of 1, the Vivisectionist learns incorrect or misleading information. He may try again to confirm or refute his findings. An Vivisectionist gains a +1 bonus for each consecutive day he spends researching a material.
Rarity Research Check DC
Ubiquitous 5
Common 10
Uncommon 15
Rare 20
Exotic 25
Unique 30
On a successful check or misleading result, the Vivisectionist learns the material's origin, its basic effects if ingested, and its basic uses. For example, if researching a poison or other substance, the Vivisectionist learns an estimate of its save DC, delivery method, and the damage or effects it causes. Other materials reveal information based on the DM's judgment (Dissect creature). In some cases a material may be inert or useless, leaving the Vivisectionist with the opportunity to learn of its origin and nature but little else.
Concoction Mixture:
At 5th level, In addition to the items from the core rules that an Vivisectionist can craft, members of this Prestige class can also create specific poisons and repellents that prove useful against the creatures they research. The Vivisectionist develops several unique abilities that he can use to investigate strange creatures and develop counters against them. When using these abilities, the Vivisectionist must have access to a fully stocked laboratory. If an Vivisectionist successfully studies by using Dissect Creature at least twice and spends at least three consecutive days researching it, he can attempt to produce a poison that has an effect on the object of his study. The Vivisectionist must select one of the following effects that the poison will have. All poisons produced in this manner affect only the target species. The Vivisectionist makes an alchemical research check by rolling 1d20 + his class level + his Intelligence modifier, with a bonus to this check equal to the number of successful Dissect Creature attempts. The Vivisectionist suffers a -5 penalty for each uncorrected mistaken piece of information he gained during his research. Subtract the material's research DC-10 from this result. The total is the Fortitude save DC to resist the poison's effects. The DM should make this check in secret. If the total DC is 0 or lower, the poison has no effect on the creature.
Example Poison Effect Description:
Ability Damage- The creature suffers 1d3 temporary damage to an ability score of the Vivisectionist's choice.
HP Damage- The creature suffers 1d6 points of damage per the Vivisectionist's level in this class.
Drowsiness- The creature staggers and moves sluggishly, suffering a -2 penalty to attacks, checks, and saves for one hour.
Sleep- The creature falls asleep for 1d6 minutes.
Augmentation Mastery (I, II, III, IV):
At 4th, 6th, 8th, and 10th levels, The Vivisectionist no longer needs to spend skill ranks on Craft (alchemy). He gains 4 extra ranks in this skill at 4th level and one additional rank each level gained of Augmentation Mastery. However, The Vivisectionist can only use these extra ranks for research only. These extra ranks do not violate skill caps. For each level Augmentation Mastery is gained, the Vivisectionist also gains the ability to alter the Types and sub-types of different species as detailed below. Any creatures altered in this way are considered to have the Augmented Subtype in addition to all other subtypes they accrue.The Vivisectionist makes an alchemy research check: 1d20 + twice the Vivisectionist's class level + his Intelligence modifier + Augmentation Mastery level. Alchemical training is much more detailed than merely studying the Craft (alchemy) skill. By gaining levels in this class and acquiring its special abilities, the Vivisectionist learns to develop talents that require far more dedicated research and study than simply learning how to craft tangle foot bags and similar goods. For each level Augmentation Mastery is gained, the Vivisectionist gains the ability to alter, add, or remove the Types and sub-types of different species as detailed below. This process requires live subjects. Any creatures altered in this way are considered to have the Augmented Subtype in addition to all other subtypes they accrue, even if they lose all other types and subtypes in the process.
Example Augmentation table-
Augmentation Mastery I: Animal, Plant, Vermin
Augmentation Mastery II: Monstrous humanoid, magical Beast,Fey
Augmentation Mastery III: Giant, Elemental, Ooze
Augmentation Mastery IV: Abberation, Dragon, Construct, Undead
Brew Interfusion:
At 7th level, you can place two spell or poison effects into a single concoction. The interfused brew's total base price is the cost of the more expensive effect plus double the cost of any other effects. A Brew Infused substance takes three days to brew in a laboratory, and can not be done without one.
Subservient Creation:
At 7th level, The Vivisectionist gains control over his augmented subjects. Due to the drastic effects of this special prestige ability, the Vivisectionist is afforded a small amount of control of the subjects altered, allowing them to influence the creature augmented much like the effects of a Charm Monster Spell (same saves and restrictions apply).
Intensify Elixir:
At 9th level, when creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected. The alchemical substance must be created in a laboratory.
In laboratories scattered across the land, Vivisectionists toil over bubbling cauldrons, finely crafted beakers and flasks, and a bewildering array of strange herbs and rare substances to craft a variety of useful, near magical items and tools. Vivisectionists learn to unlock the secrets hidden within plants, blood, and other rare materials. They learn their art largely through experimentation, pushing the boundaries of knowledge through trial and error. In some regions of the world, this practice is deemed illegal and most certainly unethical when the Vivisectionist uses his craft on other people. Often they are employed as torturers and interrogators for those that want discreet services and quick answers to important questions. In many ways, they are like primitive scientists who apply a body of knowledge to help solve the mysteries of the world around them.
The Vivisectionist excel at creating strange materials, researching evidence left behind by creatures and weird monsters, and creating formulas that can repel or poison monstrous beings. They are invaluable for their ability to research the nature and origin of any strange substances they unearth. A Vivisectionist can determine a creature's basic nature by analyzing scraps of its fur or a sample of its blood. With sufficient time, a Vivisectionist can formulate poisons and other substances that can prove baneful to the creatures they study.
Vivisectionists appear rather helpful and not so diabolic until the gain more expreince and start dabbling in more obscene and bizarre experimentation. Vivisectionists can even create new monstrosities and have control of their wills to use as his own servants or becoming an endless supply of research materials.
Hit Die: d4
Ability; Intelligence 16+
Alignment: any.
Feats: Brew Potion, Apothecary [General], Skill Focus (Craft Alchemy).
Skills: Craft(Alchemy) 10 ranks, Knowledge (Arcana) 8 ranks, Profession 4 ranks.
Spell level: Able to cast 5th level spells.
Skill Point at Each Additional Level: 4 + Int modifier.
The vivisectionist's class skills (and the key ability for each skill) are:
Appraise (Int), Concentration (Con), Craft(Alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Profession (Wis), Speak Language and Use Magic Device (Cha), Spellcraft (Int)
Class Features:
All of the following are class features of the Vivisectionist.
Weapon and Armor Proficiency: Vivisectionist gain no proficiency with any weapon or armor.
Spells per Day: When a new Vivisectionist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Vivisectionist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.If a character had more than one spellcasting class before he became a Vivisectionist, he must decide to which class he adds each level of Vivisectionist for the purpose of determining spells per day.
Vivisectionist Progression
Lvl BAB Fort Ref Will Special Spells per Day
1 +0 +0 +0 +2 Laboratory Techniques, Apothecary Studies
+1 level of existing class
2 +1 +0 +0 +3 Dissect Creature, Apothecary Use +1 level of existing class
3 +1 +1 +1 +3 Scrutinize Carnal +1 level of existing class
4 +2 +1 +1 +4 Augmentation Mastery I +1 level of existing class
5 +2 +1 +1 +4 Concoction Mixture +1 level of existing class
6 +3 +2 +2 +5 Augmentation Mastery II +1 level of existing class
7 +3 +2 +2 +5 Brew Interfusion, Subservient Creation +1 level of existing class
8 +4 +2 +2 +6 Augmentation Mastery III +1 level of existing class
9 +4 +3 +3 +6 Intensify Elixir +1 level of existing class
10 +5 +3 +3 +7 Augmentation Mastery IV +1 level of existing class
Apothecary Studies:
At 1st level, Hands-on techniques for Advancing the apothecary's trade, including the gathering of fine materials for use as material components. Material components cost half as much, because you can make most of them yourself. Rare components are considered to be their normal costs.
Laboratory Techniques:
At 1st level, you have learned skilled care and upkeep of laboratories and workshops, in an actual workshop. You know how to find the best equipment and the differences between alchemical and arcane workshops. Any equipment needed is at half cost. You can brew simple potions (first level spells/effects) without a laboratory, if there are little to no distractions. Vivisectionist who wish to save some money by manufacturing equipment on their own, can do so with the use of craft skills. Vivisectionist can manufacture all of the vessels, flasks, and other equipment which are used in alchemy at no cost.
Dissect Creature:
At 2nd level, the Vivisectionist can gain more insight by examining a handful of material from a creature, such as blood, fur, mold spore, or other samples, he can attempt to analyze them to determine some basic facts about it. This process takes a long time and might result in misleading findings, but it can prove invaluable if you face an unknown or strange creature. The dissection is often painful and deadly, for all research of this kind is performed on live subjects.In order to research a sample, you must spend one full day in an Vivisectionist's lab working on it. At the end of each day, your DM makes a secret alchemical research check on your behalf. The DC is determined by the
creature's type and a DC modifier chosen by the DM.
Examples of research DC:
Creature Type Base Research DC
Aberration 10
Animal 2
Construct 10
Dragon 10
Elemental 7
Fey 8
Giant 5
Humanoid 3
Magical Beast 5
Monstrous humanoid 4
Ooze 7
Outsider 10
Plant 4
Undead 10
Vermin 2
Your DM may modify the base DC according to the creature's relative rarity. Common creatures have a -5 DC modifier, rare ones a +5 modifier, very rare ones a + 10 modifier, and unique ones a + 15 modifier.
For each day you spend studying the sample, you may make an alchemical research check with a +1 for each consecutive day you have spent studying the material. Your DM makes this check in secret. If you succeed, you learn a useful piece of information about the creature. If you fail your check by 10 or more or your DM rolls a natural 1 on the check, you learn false information. For each check that leads to false information, you suffer a -2 penalty to future checks. If you suspect a piece of information is false, you can attempt to research it again to make sure you are right. If you fail this check, you learn nothing new. If you succeed, you either confirm or correct your information. In either case, if you opt to confirm a piece of information, you lose any bonuses for consecutive days of research and must start this bonus over at 0. You also lose this bonus if you break your consecutive days of research. You must have access to an laboratory.
Each time you make a successful check or learn incorrect information, your DM may roll on the following table to determine what you learn. If you roll a topic that you have already researched, you gain a new result for that topic based on the result of your check. It is up to you to decide if any change of information warrants stopping your work to confirm a piece of information.
DM's Note: When giving the players information provided by this ability, try to avoid describing them in terms of rules. For example, rather than describe a creature as having 15 HD, tell the players the creature has the mass of several ogres or a single giant. Also the creature in question may not live long enough for any useful information to be gained and the DM must determine the pain threshold of the subject to determine if it expires during a live examination, thus rendering the research incomplete.
Examples of Information Uncovered
1-15% Creature Type: You learn the creature's type, such as beast, outsider, and so forth, along with any subtypes.
16-30% Hit Dice and Size: You learn the creature's total Hit Dice and its size.
31-45% Attacks: You learn the physical attacks the creature can use and your DM gives you a rough estimate of the damage each one inflicts.
46-60% Special Attacks: Your DM picks one of the creature's special attacks at random and gives you a brief description of it.
61-85% Special Qualities: Your DM picks one of the creature's special qualities at random and gives you a brief description of it. This information could prove very useful in defeating a creature, such as indications of its DR or SR ratings.
85-100% Ability Scores: Your DM gives you an estimate of 1d3 of the creature's ability scores.
Apothecary Use: At 2nd level, the Vivisectionists are trained in the alchemical research and never risk accidentally harming themselves when creating or using substances involved with Alchemy.
Scrutinize Carnal:
At 3rd level a Vivisectionist can study a material and learn something about its properties and uses. A researcher can learn something about any substance that is created through Alchemy, or samples of any creature. With the use of his tools and training, he could determine what the substance may be and its origins.An Vivisectionist must spend one day studying a material and must then make an alchemical research check by rolling 1d20 + his class level + his Intelligence modifier. The DM determines the DC of this check based on the substance's rarity and makes this check in secret. On a check that fails by 10 or more or that has a result of 1, the Vivisectionist learns incorrect or misleading information. He may try again to confirm or refute his findings. An Vivisectionist gains a +1 bonus for each consecutive day he spends researching a material.
Rarity Research Check DC
Ubiquitous 5
Common 10
Uncommon 15
Rare 20
Exotic 25
Unique 30
On a successful check or misleading result, the Vivisectionist learns the material's origin, its basic effects if ingested, and its basic uses. For example, if researching a poison or other substance, the Vivisectionist learns an estimate of its save DC, delivery method, and the damage or effects it causes. Other materials reveal information based on the DM's judgment (Dissect creature). In some cases a material may be inert or useless, leaving the Vivisectionist with the opportunity to learn of its origin and nature but little else.
Concoction Mixture:
At 5th level, In addition to the items from the core rules that an Vivisectionist can craft, members of this Prestige class can also create specific poisons and repellents that prove useful against the creatures they research. The Vivisectionist develops several unique abilities that he can use to investigate strange creatures and develop counters against them. When using these abilities, the Vivisectionist must have access to a fully stocked laboratory. If an Vivisectionist successfully studies by using Dissect Creature at least twice and spends at least three consecutive days researching it, he can attempt to produce a poison that has an effect on the object of his study. The Vivisectionist must select one of the following effects that the poison will have. All poisons produced in this manner affect only the target species. The Vivisectionist makes an alchemical research check by rolling 1d20 + his class level + his Intelligence modifier, with a bonus to this check equal to the number of successful Dissect Creature attempts. The Vivisectionist suffers a -5 penalty for each uncorrected mistaken piece of information he gained during his research. Subtract the material's research DC-10 from this result. The total is the Fortitude save DC to resist the poison's effects. The DM should make this check in secret. If the total DC is 0 or lower, the poison has no effect on the creature.
Example Poison Effect Description:
Ability Damage- The creature suffers 1d3 temporary damage to an ability score of the Vivisectionist's choice.
HP Damage- The creature suffers 1d6 points of damage per the Vivisectionist's level in this class.
Drowsiness- The creature staggers and moves sluggishly, suffering a -2 penalty to attacks, checks, and saves for one hour.
Sleep- The creature falls asleep for 1d6 minutes.
Augmentation Mastery (I, II, III, IV):
At 4th, 6th, 8th, and 10th levels, The Vivisectionist no longer needs to spend skill ranks on Craft (alchemy). He gains 4 extra ranks in this skill at 4th level and one additional rank each level gained of Augmentation Mastery. However, The Vivisectionist can only use these extra ranks for research only. These extra ranks do not violate skill caps. For each level Augmentation Mastery is gained, the Vivisectionist also gains the ability to alter the Types and sub-types of different species as detailed below. Any creatures altered in this way are considered to have the Augmented Subtype in addition to all other subtypes they accrue.The Vivisectionist makes an alchemy research check: 1d20 + twice the Vivisectionist's class level + his Intelligence modifier + Augmentation Mastery level. Alchemical training is much more detailed than merely studying the Craft (alchemy) skill. By gaining levels in this class and acquiring its special abilities, the Vivisectionist learns to develop talents that require far more dedicated research and study than simply learning how to craft tangle foot bags and similar goods. For each level Augmentation Mastery is gained, the Vivisectionist gains the ability to alter, add, or remove the Types and sub-types of different species as detailed below. This process requires live subjects. Any creatures altered in this way are considered to have the Augmented Subtype in addition to all other subtypes they accrue, even if they lose all other types and subtypes in the process.
Example Augmentation table-
Augmentation Mastery I: Animal, Plant, Vermin
Augmentation Mastery II: Monstrous humanoid, magical Beast,Fey
Augmentation Mastery III: Giant, Elemental, Ooze
Augmentation Mastery IV: Abberation, Dragon, Construct, Undead
Brew Interfusion:
At 7th level, you can place two spell or poison effects into a single concoction. The interfused brew's total base price is the cost of the more expensive effect plus double the cost of any other effects. A Brew Infused substance takes three days to brew in a laboratory, and can not be done without one.
Subservient Creation:
At 7th level, The Vivisectionist gains control over his augmented subjects. Due to the drastic effects of this special prestige ability, the Vivisectionist is afforded a small amount of control of the subjects altered, allowing them to influence the creature augmented much like the effects of a Charm Monster Spell (same saves and restrictions apply).
Intensify Elixir:
At 9th level, when creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected. The alchemical substance must be created in a laboratory.