Warfare Abilities: Mundane Leaders

In the last couple of posts, I’ve focused on Warfare Spells to change the battlefield, and now I want to add some neat things for non-caster leaders to add to Mass Combat. Unlike the spells, these class features and Feats specifically use Paizo’s Mass Combat rules.

Erratic Tactics (Advanced Rogue Talent)
Choose 1 Teamwork Feat and 2 Mass Combat Tactics. 1/day, you can lead the usage of these Tactics even if your allies or Mass Combat Unit does not have them.
If you are using a Teamwork feat, this affects 3 + Intelligence bonus allies within 60 feet, and lasts for 1 minute. If you are using a Mass Combat Tactic, the Unit you are attached to can use that tactic for 1 combat round.

For Glory (Barbarian Rage Power)
Requirements: 8th level, and Leadership or Charisma 15+
When you are raging, and attached to a Mass Combat Unit, you can take 10 damage to reduce the damage that the Mass Combat Unit takes by 1. Also, you can choose what units are damaged when attacking a mixed unit.

Scrappy Squad (Combat Feat)
Requirements: Fighter level 8th, Weapon Training 1
As long as 1/10th of the Mass Combat Unit you are attached to has access to a type of weapon, you can act as your whole unit is attacking with that type of weapon. You must decide which weapon you are fighting with at the beginning of the round.

Strive (Ki Feat)
Requirements: Ki Pool, 8th level
You can spend a Ki point as a swift action to give your Mass Combat Unit an extra move action. You can instead spend a Ki point as an immediate action to have your Mass Combat Unit automatically succeed on a failed Morale check.

Fearsome Group Charge
Requirements: Banner, 8th level
If your Mass Combat Unit hits with a mounted charge, you may make the opposing army immediately make a Morale check. If they fail, they move their speed away from your unit, and lose the ability to move next round.

Deepwood Skirmish Leader
Requirements: Favored Terrain, 8th level
If your Mass Combat Unit is within one of your Favored Terrains, it is always within Advantageous Terrain. You also gain your choice of the Hit and Run or Triage boons.

Herald of the Forest
Requirements: Wild Empathy, 8th level
Mass Combat Units that you lead that have an ACR of at least 1, and consist entirely of Animals, Magical Beasts, and Vermin have their ACR increased by 1. In such a Unit, Special Abilities only require 25% of the Mass Combat unit to have them for the whole Mass Combat Unit to have them.

Normal: More than 50% of a Mass Combat Unit must have a specific ability for the Mass Combat Unit to have a specific ability.

I do intend to have one last post on Warfare Spells before I go to other things. I’m looking forward towards hashing out a couple of high level Warfare Spells.

Warfare Spells: Rallying the Troops

The focus of the spells today are communication and tactics. First, though, an explanation of a new mechanic.

Save includes: Some spells in an attempt to affect a massive area, fall out of control and let creatures into the spell the caster originally didn’t want. A creature who is aware of the spellcast and is within the area of the spell can make the saving throw to be included in the spell if they were not already a target. If a spell requires each target to possess a focus, you are treated as having that focus if you succeed on the saving throw. For the purposes of Stalwart and Evasion, this is a Save negates spell, not a Save half, or Save partial spell.

Save includes is not appropriate for offensive spells, nor is it appropriate for buffs that are 1 target/caster level.

Save includes will be added to yesterday’s post later, and Arrow Cart and Grip on Life will both be edited with this mechanic.

Now, without further ado, new spells.

Code beacon
School: Enchantment (mind-affecting) [Warfare]
Level: Sor/Wiz 3, Bard 2, Adept 2, Witch 4
Components: S, M
Casting Time: At least 1 minute
Range: Long (400 ft + 40 ft/level)
Targets: Any number of creatures within the range
Duration: 10 min/level
Saving Throw: Will includes
Spell Resistance: No

As you cast the spell, you start writing on fresh parchment multiple sequences of up to 3 colors, and short phrases. These phrases can be up to 4 words long each. As each command that you write in has to be written in an arcane language, you can write up to 10 sequences per round. The spell continues to cast until 1 minute has passed, or until you stop writing in sequences, whichever happens later.

You, or any creature that you have entrusted when you cast the spell, can put forth a sequence of lights. All creatures affected will know that the lights are lit, and if they are of a sequence that was encoded into the spell, they simply know what the phrase attached was, even if they did not see the parchment and were not told. Until they act on the thought, the meaning of the flares cannot be found by abilities that read minds (like Detect Thougts). Although the message is delivered in a language that translates the phrase, it gives no extra insight on the intent.

The lights are visible out to the edge of the range, if the creature has line of sight to the origin of the spell. The lights do not necessarily need to be part of a sequence decided at the spell’s casting, allowing it to also send mundane messages.

Material Component: Parchment, where the commands are written as the spell is cast.

Lockstep Tactics
School: Enchantment (mind-affecting) [Warfare]
Level: Sor/Wiz 3, Cleric 3, Druid 4, Bard 2, Adept 2, Witch 4
Components: V, S, Feat
Casting Time: 1 round
Range: Long (400 ft + 40 ft/level)
Targets: Any number of creatures within the range
Duration: 1 min/level
Saving Throw: Will includes
Spell Resistance: No

You quickly weave together a story of a group of common folk taking on an impossible situation. The story is pinned around having a certain tactic, which your group understands how to use just from hearing the story. All creatures that you target gain one teamwork feat that you have of your choice, even if they do not qualify for it. The creature also understands what it has to do to be able to use the feat.

Feat Requirement: You must have at least 1 teamwork feat to be able to cast this spell. A creature that succeeds on a DC 30 Use Magic Device or Knowledge (History) check can choose 1 teamwork feat that they qualify for. Whenever they use a spell with a teamwork feat requirement for the next month, whenever they succeed on this check, the feat chosen is the feat that the caster has for such a spell.

Special: If you have the Tactician class feature, you can gain this spell as a spell 1 level lower (unless your casting from the Adept spell list). This does not stack with Warcasting.

Warfare Spells: Holding the March

Today’s spells focus on the logistics of combat, moving troops, stopping battlefield casualties, and keeping archers light.

Endless March
School: Transmutation [Warfare]
Level: Sor/Wiz 3, Cleric/Oracle 2, Druid 3, Witch 3, Bard 2, Adept 2, Ranger 2
Casting Time: 1 round
Components: V,S,F/DF
Range: Long (400 ft + 40ft/level)
Targets: All creatures within range
Duration: 24 hours
Saving Throw: Fort negates (harmless)
Spell Resistance: No

With a few waves of the flag of your army or a few words to the divine being you worship, you grant every creature within range a +10 ft enhancement bonus to overland speed. Also, when less than 1/2 of the creatures affected have to make Constitution checks to maintain a forced march, no creature has to make the check. If more than 1/2 of the creatures have to make it, you can either grant a +4 morale bonus on the check, or you can make a Fortitude save of the same DC. If you attempt and fail the Fortitude save, all creatures within the spell are affected by the forced march penalties.

Creatures must remain within the spell’s range of the focus to continue to gain the benefits.

Focus: A banner marked with the symbols of a deity or country. This can be the same banner used for the Cavalier’s Banner ability, and the banner can be magical in it’s own right.

Grip on Life
School: Conjuration (Healing) [Warfare]
Level: Cleric/Oracle 3, Witch 4, Bard 2, Adept 2
Casting Time: 1 round
Components: V, S
Range: Long (400 ft + 40ft/level)
Targets: Any number of creatures within range
Duration: 10 minutes/level
Saving Throw: Fort includes
Spell Resistance: No

You draw an intricate rune on the ground. All creatures with the same rune drawn on them (see Special) automatically stabilize when they fall unconscious. Also, any creatures that start bleeding are healed as per a heal check of 10 + caster level. Finally, such creatures gain a +10 bonus to their Fortitude saves against Coup de Grace and spells that target dying creatures (like Death Knell).

Special: Creatures to be affected must have a symbol inscribed matching the symbol drawn when the spell was cast. A permanent symbol must cost at least 1gp, although a tattoo from a class feature or feat can also satisfy this requirement.
A Life Mage can take this spell as a 4th level spell, although it is treated as a Necromancy (healing) spell.

Arrow Cart
School: Conjuration (Teleportation) [Warfare]
Level: Wizard/Sorc 1, Bard 1, Adept 1, Ranger 1
Casting Time: 1 minute
Range: Long (400 ft + 40ft/level)
Targets: All creatures within range
Duration: 1 hour/level
Saving Throw: Will includes
Spell Resistance: No

With either a large bag or a covered wagon nearby, you start imagining the battlefield as you expect, and slowly finding the ley lines through the field. You then start directing your magic between the leylines and your cart. After this, all creatures you designate can reload their slings, bows, or crossbows as free actions, or their guns as move actions, through ammunition that is loaded on the cart. If the cart has multiple types of ammunition, loading through the cart turns into a move action (standard for guns). Rapid Reload and other features that affect the reload time cannot affect the reload time from this spell, and the free actions to reload are supplied by the spell, not by the archer.

The cart can be refilled with ammunition at any time, and if there is no ammunition within the cart, no creature can use it to reload their weapons. Magic and special material ammunition can be loaded it, but each separate material and each different enchantment counts as a type of ammunition.

If the cart is damaged, the spell is disrupted for 1 round. If the cart moves more than 30 feet from it’s original position, the spell immediately ends.

Focus: A gold embroidered bag worth at least 1000 gp, or a covered wagon worth at least 2500 gp.

11/14/2014: This post was edited to include the Save includes mechanic posted on Warfare Spells: Rallying the Troops.

Warfare Spells: Enchanted Walls

The concept is simple today, D&D, and most of the material written for it, lives on the scale of the 4-5 man party and the dungeon crawl. However, these spells take a different approach, trying to end up on the scale of armies. In general, Adepts and Bards as 6 level casters will get these at the same time as the full casters without Warcasting, and cannot take Warcasting themselves.

[Warfare] Spells: Warfare spells are designed to be on the scale of the Battlefield, not just a small dungeon crawl. Although this is Pathfinder Material, assume these spells to be appropriate for the Warmage spell list, and the War Weaver can cast these spells 1 level earlier (like the Warcasting Feature, but without the drawbacks). In reference to current homebrew, [Warfare] spells are never considered opposition spells, even if they come from an opposition school.

All [Warfare] Spells cost a slot 1 level higher instead of 3 to Widen, and it does not cost a higher level spell slot to Enlarge a [Warfare] spell.

Warcasting: Any caster (other than an Adept) may take this feature. [Warfare] spells are spells 1 level lower, although all other spells are spells 1 level higher. This affects when it the spell can be first cast and learned. This cannot reduce a spell below 1st level.

A further update so I have mechanics all in one place. This mechanic does not apply to any spell on this post, but does apply to some [Warfare] spells posted later.

Save includes: Some spells in an attempt to affect a massive area, fall out of control and let creatures into the spell the caster originally didn’t want. A creature who is aware of the spellcast and is within the area of the spell can make the saving throw to be included in the spell if they were not already a target. If a spell requires each target to possess a focus, you are treated as having that focus if you succeed on the saving throw. For the purposes of Stalwart and Evasion, this is a Save negates spell, not a Save half, or Save partial spell.

Save includes is not appropriate for offensive spells, nor is it appropriate for buffs that are 1 target/caster level.

Mana Wall
School: Transmutation [Warfare]
Level: Sor/Wiz 3, Cleric 3, Witch 3, Bard 2, Summoner 3, Adept 2
Casting Time: 1 round
Components: V,S
Effect: 1 20ft square/level
Range: Long (400 ft + 40ft/level)
Duration: 10 minutes/level [D]
Saving Throw: Will negates (harmless)
Spell Resistance: No

You put forth a wall that glimmers with a purple haze goes forth where you place it. Any attack that passes through this wall ignores DR/Magic and Regeneration that can be stopped by magic weapons. These attacks also have a 25% chance of hitting incorporeal creatures. Attacks gain no other benefits of being magic (like an enhancement bonus).

A creature that passes through the wall has their weapons, natural attacks, and unarmed strikes gain the above property for 1 round.

Planar Wall
School: Abjuration (Good, Evil, Lawful, or Chaotic) [Warfare]
Level: Sor/Wiz 5, Cleric 4, Witch 5, Bard 4, Summoner 4, Adept 4
Casting Time: 1 round
Components: V,S
Effect: 1 20ft square/level
Range: Long (400 ft + 40ft/level)
Duration: 10 minutes/level [D]
Saving Throw: Will negates (see text, object)
Spell Resistance: Yes (see text, object)

With a little focus, you place a wall that holds some of the planar energy of an aligned plane that you choose. When you cast this spell, choose an Alignment. This spell is that alignment, and any attack that passes through the wall can bypass Damage Reduction and Regeneration of that alignment. The attack gains no other benefits of a Holy, Unholy, Axomatic, or Anarchic weapons.

A creature not of the opposite alignment that passes through the wall has their weapons, natural attacks, and unarmed strikes gain the above property for 1 round.

Any weapon that is already aligned is allowed a Will Save. If it succeeds, the alignment of the attack doesn’t change, but otherwise, the wall’s alignment overrides the weapon’s alignment, and the Holy, Unholy, Axomatic, and Anarchic weapon properties are suppressed unless it matches the wall’s alignment.

A creature that is the opposite alignment that tries to pass through the wall must make a Will Save, and if it fails, the creature cannot pass through the wall as if it were a solid object for this round. The creature can attempt to pass through next round, but still must succeed at a Will save.

Mythic Spell: If you expend 1 use of Mythic power when casting this spell, attacks that pass through this wall can bypass DR/Mythic or DR/Epic, but only against creatures of the opposite alignment of this spell.

Time Singer

Originally, poking around on boards I frequent, I saw a project attempt that somewhat inspired me to take a shot at replicating League of Legend’s Sona as an archetype. I had no sense, though, of what would be more than superficially duplicating it. However, as I played around with the idea of music a bit, I decided there should be something that plays well around bardic music. Music is better with parts played in a solid pattern, but also with sudden tempo changes and stops. First came the concept of Song of Celerity and Halting, and then I ended up tying this up into the concept of time.

Now I hope that the Cadence/Reverse mechanic is something that isn’t too hard to follow, because I really wanted the class to up the tempo with good focus, but to also be able to create that quick tempo change and not lose out. If you enjoy it, feel free to like this. If you didn’t, notes of what it still needs will only make it better.

Time Singer (Archetype)

Diminished Magic: You’ve transferred more of your raw magical power into your songs to touch the threads of time. You do not gain the spellcasting feature until 4th level, and you have a caster level of your Time Singer level – 3. Until you gain the spellcasting feature, you do not have spells from this class on your spell list.

Enduring Music: The number of rounds of bardic performance you gain per day is equal to 10 + 2x your Charisma modifier. Every level, you gain 6 more rounds of bardic performance per day.

Enduring Music modifies Bardic Performance.

Time Songs: Unless stated otherwise, songs here can be maintained with either audible or visual components, and the bard can switch between the 2 while maintaining these songs.

Song of Celerity[Time]: At 1st level, you can start a performance that warps time around your allies. At first, this just allows them to move faster, but Cadences, as you reach certain bonuses, change this. When you start this song, allies within 120 feet of you gain a +5ft morale bonus to all speeds. Each round you play this song, the morale bonus increases by 5ft.
Each cadance has a minimum movement speed bonus, and when you reach that bonus with this song, you gain the Celerity effect.
At 5th level and every 6 levels afterwards, both the starting bonus and the increase by playing consecutive rounds increases by 5 feet, with a maximum of 20 feet at 17th level. Any ability or item that increases the bonus from Inspire Courage also increases the base and incremental movespeed bonus by 5 feet.

Reverse: The penalties from Halting become the movespeed bonuses. However, instead of increasing, the bonus decays by 5ft every round you maintain it.

Song of Halting[Time]: At first level, you can start a performance that weaves the threads of time more tightly around your enemies. All enemies within 120 feet who fail a Will Save take a -5ft penalty to movement speed for 1 round. Each enemy must make the Will Save each round, even if they were not affected by it when it was started. For each round that this song is maintained, the penalty increases by 5ft. A creature who has their movement speed reduced to 0ft by this ability can move 5ft as a full-round action.
Each cadance has a minimum movespeed penalty, and when you reach that penalty, enemies are inflicted with the Halting effect.

At 5th level and every 6 levels afterwards, both the starting penalty and the increased penalty by playing consecutive rounds increases by 5 feet, with a maximum of 20 feet at 17th level. Any ability or item that increases the bonus from Inspire Courage also increases the base and incremental movespeed penalty by 5 feet.

Reverse: Celerity’s movespeed bonus becomes the penalty (allowing you to also apply the appropriate cadences. However, if a creature succeeds against the saving throw of this ability, he cannot be affected by it.

Song of Celerity and Song of Halting replace Inspire Courage.

Cadences: As the Time Singer keeps maintaining Song of Celerity or Song of Halting, the tempo changes, and the song gains more effects. There are also some [time] songs that have an increased effect based on the current cadence.

Cadence Movement Speed Celerity Halting
1st 15ft Quick Charge Creatures cannot take a 5ft step.
2nd 35ft Creatures can attack as a Swift action Restricted actions
3rd 60ft Limited Flight Creatures only have a standard action
4th 90ft Extra action Creatures only have a move action

Quick Charge: A creature can do a partial charge as a standard action, even if their actions are not restricted. Even with Pounce or a similar ability, a creature can only attack once off of this partial charge.
Restricted actions: A creature cannot charge, nor can they take both a move and a standard action. They are still allowed full round actions.
Limited Flight: A creature gains a fly speed up to 1/2 their move speed (perfect). However, the flight ends at the end of their turn.
Extra Action: A creature gains an extra standard action. If it is used to cast a spell, the creature is no longer affected by Song of Celerity.

Reverse time Flow: As long as you are performing Song of Celerity or Song of Halting, you can change to any song that has the [time] keyword as part of the free action to maintain bardic music. Every such song will have instructions on what to do when the song is Reversed. A song can be reversed exactly once without stopping the performance.

Halt Object: A 3rd level bard can stop the time to a single object weighing no more than 100 pounds per bard level. While you maintain the song, the object is unaffected by gravity, nor is it affected by any force that cannot succeed on a DC 16 + Charisma modifier Strength check. Even an incorporeal creature cannot normally bypass this object, although they are allowed a Charisma or Dexterity check instead of the Strength check. If the object is directly attended, you cannot use this song on the object. If the object is allowed a saving throw, it is Will DC 10 + 1/2 bard level + Charisma modifier. This replaces Inspire Competence.

Checkpoint[time]: At 9th level, you can weave a song that remembers for the creatures the exact point in time that you started this song. As a full round action, you can forcibly end this song, and you can make any creatures of your choice (allied or enemy) return to the condition that they were at the start of this song. Any spells that were on the creature at the start are returned at their durations at the start of the song, and any spells added after the start of the song are removed. Maintaining this song is extremely exhausting, and you take 1 con damage for every round you maintain this song. This song can be reversed into Song of Celerity or Song of Halting. If you do so, treat the song as maintained for a number rounds equal to the constitution damage you’ve taken from Checkpoint today. After getting a full day’s rest, the Constitution damage from this is completely healed (although it can heal as normal).

Creatures that are affected by this song must make a Will Save (DC 10 + 1/2 level + Charisma Modifier). If they fail the save, the Time Singer chooses whether they are sent back if the bard ends the song. If they succeed, they choose whether they are sent back.

If you are immune to Constitution damage (other than by the Reversed effect), you cannot choose individual creatures to have time reversed on. Instead, when you end the performance as a full-round action, all creatures affected revert in time (unless they succeeded on the save and do not wish to).

Reversed: For every cadance, you don’t take the Constitution damage for 1 round.

This replaces Inspire Greatness.

Soothing Performance: Soothing Performance gains the [Time] keyword and a Reverse effect.
Reverse: Each cadance counts as 1 round of playing Soothing Performance.

This modifies Soothing Performance, but does not invalidate an archetype that modifies or replaces Soothing Performance.

End of Time[Time]: A 20th level bard can stop time for everyone except himself. When he starts this song, it acts as Time Stop, although performing takes 4 rounds for every round of Time Stop, instead of the normal duration of Time Stop.

Reversed: For every cadence, you can have 1 creature act within the Time Stop as if he were the caster. Such creatures can be affected by your spells normally as if the Time Stop were not in effect.

This replaces Deadly Performance.

Luck Feats

Unfortunately, I haven’t been on top of this as much as I’d like in the last few days. Thus, I’m jumping into some of my backlog again, this time, my own take on luck feats. What I hoped to explore here was both a series of feats that emphasise “Better lucky than good”, and to poke at what a long feat chain might actually entail to be more fair than Greater Weapon Specialization.

Luck Feats
When you first gain a Fate pool (usually through Touched by Lady Luck), this gives you the ability to actually use Luck Feats. At the beginning of every day, your fate pool starts at the number of fate points given by feats, class features, or racial features.

If Hero points are in play, a character can take any luck feat as if he had Touched by Lady Luck. In this case, unless he gains a fate pool, he does not gain any fate points, and when you can spend fate points, you must instead spend hero points.

Touched by Lady Luck (Luck)
Prerequisite: Charisma 13

You gain 2 fate points, and the ability to hold a fate pool. You may spend 1 fate point to reroll any roll. If the roll is a d20 roll, the reroll takes a -2 penalty. You must make this reroll before you see the results, but you may choose any roll that you make.

Better Lucky than Good (Luck)
Prerequisites: Charisma 13, Touched by Lady Luck

You gain 1 fate point. You can spend a fate point to attempt an untrained skill roll that you could otherwise normally not make. You gain your Charisma modifier to this roll, and if the skill is a class skill, you gain a further +3 bonus to the roll.

Fate of the Traveler (Luck, Grit)
Prerequisites: Charisma 13, Grit pool

You start with 1 more Grit point every day. You may use grit points as if they were fate points. If a feat gives you a fate point, you do not gain fate points unless you have Touched by Lady Luck. This feat counts as Touched by Lady Luck for prerequisites.

I wasn’t there (Luck)
Prerequisites: Charisma 13, Dexterity 13, Touched by Lady Luck

You gain 1 fate point. As a free action, once per turn, you can spend a fate point to move 10 feet before the start of a surprise round or just before a trap activates. If you have Trapfinding or Trap Sense, you can instead move the shorter of 30 ft or your movement speed.

My Twin (Luck)
Prerequisites: Charisma 13, Bluff or Disguise trained, Touched by Lady Luck

You gain 1 fate point. You may spend 1 fate point to make a disguise check as a standard action to look slightly not like yourself. If you make a bluff check within 1 minute of spending this fate point, the penalty for hard to believe stories is halved.

Double Down (Luck)
Prerequisites: Charisma 13, Deadly Aim or Power Attack, Touched by Lady Luck

You gain 1 fate point. You can spend a fate point as a swift action to make your next attack double its weapon dice and Power Attack or Deadly Aim modifier to damage. You take -2 to AC until the beginning of your next turn.

3 Sided Coin (Luck)
Prerequisites: Charisma 13, Touched by Lady LUck

You gain 1 fate point. While you have at least 1 fate point, reroll any 1 on any dice other than a d20.

Gifted Scrounger (Luck)
Prerequisites: Charisma 15, Touched by Lady Luck, 1 other luck feat

You gain 1 fate point. While searching in a bag, you may spend any amount of fate points. You grab a non-magical tool or a one-use magic item worth 10 times your Charisma Score per fate point spent. Until you can reasonably buy the items that you gained with this feat, your starting fate points every day is reduced by 1 for every time you have used this feat.

Special: To regain the fate points lost to this feat, you must spend gold equal to the price of all of the items in an area that would reasonably have the items you recieved. Once spent in this way, the gold is lost.

Overloaded (Luck)
Prerequisites: Charisma 15, Touched by Lady Luck, 1 other luck feat, Use Magic device trained

You gain 1 fate point. You can spend 1 fate point while using a scroll to not consume that scroll if it’s spell level is less than 1/4 your HD. Otherwise, you instead must spend 3 fate points to do this.

Luck be a Lady (Luck)
Prerequisites: Charisma 15, Touched by Lady Luck, 2 other luck feats, One of BAB +8, Sense Motive 8 ranks, or Bluff 8 ranks

You gain 1 fate point. You may spend 2 fate points to ignore miss chances, penalties caused by Transmutation(curse) spells, circumstance penalties, or bonuses created by cover or concealment (other than total cover). If an creature forces you to reroll a dice, or rerolls a dice to respond to one of your effects, you choose what dice is kept, even if the effect otherwise requires you to replace one of the dice. This lasts for 2 rounds + 1 round/4 HD.

That’s it (Luck, Su)
Prerequisites: Charisma 15, Touched by Lady Luck, 2 other luck feats, one of BAB +8, Sleight of Hand 8 ranks, Craft(any) 8 ranks, or Perception 8 ranks

You gain 1 fate point. You may spend 2 fate points and choose any object that you can see. As long as the object’s Caster level is less than your Hit Dice + Charisma modifier, and is not an artifact, you can delcare the object to be the best or worst tool to work with in the whole room (Will DC 10 + 1/2 HD + Charisma modifier negates).

If you declare the object to be the best tool, for the next 5 minutes, no matter how unlikely the use of the object for the check would be, it gains +5 enhancement bonus on attack rolls, and +10 bonus on any other d20 roll that the object is used in. The object is considered a masterwork skill item, and as a weapon, it is considered a +5 weapon for the purposes of overcoming DR, and will negate any regeneration that can be stopped by any non-epic source.

If the object is the worst tool, for the next 5 minutes, any creature within 10 feet of the object takes -5 on attack rolls, and -20 on all other d20 rolls. If the object is being used as a weapon, it acts as a non-magical broken, improvised weapon.

Not Deep Enough (Luck, Su)
Prerequisites: Charisma 13, Touched by Lady Luck, 2 other luck feats, BAB +11 or Knowledge(Religion) 11 ranks

You gain 1 fate point. If any part of you remains after you die, and you have at least 1 fate point, after 1 round, you come back as an undead creature with your memories, skills, class features, feats, and maximium hitpoints. You take no negative levels from this, but you only have 1/2 of your maximium hit points. You become Undead(augmented), gaining all of the weaknesses and strengths, except that you keep your constitution score, still gaining bonus hp from constitution instead of Charisma, and your current hit dice do not change size. When you do this, you immediately spend at least 1 fate point. For every fate point that you spend, you remain in this form for 10 minutes. If you die again in this form, you cannot use this feat again until you are raised, and if you are raised, you will be raised with 3 negative levels (along with any negative levels from the spell).

A caster (or even yourself) may use Revivify or any spell that can normally raise a person from death on you as if you had just died in the same round, which will return you into your ordinary form, without taking a negative level. A caster can also use Animate Dead on you, changing you permanently into an Undead, applying the Zombie or Skeleton template onto you. You, however, keep your own memories, skills, class features, and feats. While in the undead form, temporarily or permanently, your alignment doesn’t immediately change, though it drifts towards evil. If you are killed after being turned into an undead through Animate Dead, and are then raised, you are raised as your original form.

Even though you have turned to an undead creature through this feat, you can still be affected by Raise Dead, even if the duration you are alive runs out, you are killed in the undead form, or even if you are kept alive by the Animate Dead spell.

Special: The Favored Enemy(Undead) class feature, and the feat Diehard can each be used to replace 1 luck feat.
If you die in a Consecrated zone, this feat does not function. If you die in a Desecrated zone, you do not gain the bonus hp from being an undead created in a desecrated zone, but each fate point allows you to survive for 24 hours instead of 10 minutes.

Auspicious Encounter (Luck, Su)
Prerequisites: Charisma 19, Touched by Lady luck, 2 other luck feats and 21+ HD, or 4 other luck feats.

You gain 1 fate point. You may spend 3 fate points as a Full Round Action. All creatures within 180 feet of you that have 1/2 your HD in Hit Dice or less are paralyzed for 1 minute (no save). All traps whose CR is less than 1/2 your HD do not activate for any reason for 5 minutes. Traps can be repaired with 1 full round action, and creatures can be moved outside the area to recover. This only affects creatures and traps in the area when you spend the fate points.

Alchemical Binds

Alchemical binds are consumable items that use a living creatures natural healing processes to bind specific wounds or maladies. An Alchemical bind is a poison, although it’s benefits usually outweigh the drawbacks, and will have a saving throw to negate the effect. A creature immune to poison cannot be affected by an alchemical bind. Alchemical binds are non-magical, and if they heal hit point damage, will usually specify whether it heals lethal or non-lethal, and will only rarely heal both kinds of damage. Alchemical binds can be created by the craft rules with a successful Craft (alchemy) or Heal check.

Emergency Woundbind
A creature that takes this bind heals 1d6 lethal damage, but becomes exhausted until they have eaten a full day’s worth of food. A creature who has gone at least 1 day without eating or is at least fatigued also starts starving.

Cost: 1gp; Craft DC: DC 15; Save to negate: Fortitude DC 12

Go-Go Juice
A creature that takes this ignores the penalties of fatigue or exhaustion for 1 minute. The creature is still fatigued or exhausted for abilities that check for this. A fatigued creature that takes this becomes exhausted afterwards, and an exhausted creature takes 1 Constitution damage which is immediately healed if the exhaustion is healed.

Cost: 5gp; Craft DC: 15; Save to negate: Fortitude DC 13

Ironwort Juice
A creature that takes this bitter compound can ignore mind-affecting effects for 5 minutes. However, the strength of this compound makes the creature see spots, making all of their attacks have a 20% miss chance for 1 hour. If a creature is already under the effect of this when they take this, they are instead blinded for 1 hour.

Cost: 20gp; Craft DC: 18; Save to negate: Fortitude DC 16

Bruisemark
This bind quickly closes wounds, but does not remove the pain of the wounds. This bind converts 2d4 lethal damage to non-lethal damage. If the creature does not have any lethal damage, it instead heals 1 hit point of non-lethal damage.

Cost: 15gp; Craft DC: 12; Save to negate: Fortitude DC 12

Painless
This dangerous compound makes a creature feel much less pain. For 15 minutes after taking this bind, a creature can act below 0 hp, up to 1d12 + 1 hit points below 0, and the creature’s death threshold is also increased by the same amount. At the end of this, if the creature is below 0 hp, he falls unconscious and takes a -5 penalty to all stabilization checks. If his hit points are below his death threshold, he automatically dies.

This roll should be made in secret, although a creature that succeeds on a DC 15 Autohypnosis or a DC 20 Heal check can find out the result of the roll.

Cost: 150gp (Typically illegal, market price for crafting purposes is 25gp); Craft DC: 20; Save to negate: Fortitude DC 15

This hopefully adds some fun things for the non-magical alchemist to make, which while not as reliable as clerical healing, is much less expensive.