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===Endeavor Pool===
* alchemists get a number of points in their Endeavor Pool equal to their CON modifier
:* only way to get more points is to raise the stat or take a feat (feat adds +1 per 10 levels).
:* Endeavor Pool refreshes any time you activate your mutagen.
* pool is used to help control a mutagen while it is active.
* Uses:
:* you can spend points to adjust the result of a die roll on the mutation chart, either up or down on the chart (rolled each round to get a random effect)
:* you can spend a fixed number of points to just pick something on the chart (probably 4); you cannot pick an effect that has already occurred this encounter (all effects last only 1 round)
::* note that the same effect can occur more than once per encounter, but only via a random result (or a random result you modified); you just can't repeat via the 'pick it yourself' option.  This makes it more enticing to do the picking early in the encounter, but you have to balance that with not using up your pool too quickly.


===Mutagen===
1st [[Selective (Feat)]]
* usable once per day, +1 additional use per 10 Alchemist levels (twice per day at 10, three times per day at 20, four times per day at 30)
3rd [[Point-Blank Shot (Feat)]]
:* feat to gain 1 additional use per day
5th [[Ammo Drop (Feat)]]
* activating mutagen is a swift action, and lasts until the end of the encounter.
7th [[Large Target (Feat)]]
* transforms alchemist into the "Melee Only" (Transmogrified Humanoid) template for their CR
9th [[Splash Weapon Mastery (Feat)]]
* while transformed, they can still throw bombs, and use extracts, BUT ONLY if the bombs and extracts were prepared ahead of time. (Can also still speak normally while transformed)
11th [[Bomb, Improved (Feat)]]
:* Unlike other transmogs, Alchemists retain their INT while transformed, applying the mod to bomb damage as normal, as well as Save DC's for extracts, etc. All other stats are gone, however, as with other transmogs.
13th [[Weapon Focus (Feat)]] - Sling
* once each round that the mutagen is active (including the first round it is activated), as a free action, you roll on the mutation chart to see what benefit it gives you
15th [[Prone Slinger (Feat)]]
:* you can modify this result with points from the Endeavor Pool, if you want.
  17th [[Rod Whisperer (Feat)]]
:* you can also just pick a result on the table available to you, by spending 4 points from your Endeavor Pool. However, you can't pick a result that has already occurred this encounter.
19th [[Dodge (Feat)]]
* table starts out small-ish, and grows larger at higher levels, and uses a larger die size for the mutation roll each round.
21st [[Bomb, Mighty (Feat)]]
* update all the mutagen discoveries with things that replace one or more elements on the mutation table, or even permit a second roll on the table (granting two benefits, but only if the rolls are different from each other; doubles means you only get 1 result that round).
23rd [[Mobility (Feat)]]
25th [[Shot on the Run (Feat)]]
27th [[Weapon Focus, Greater (Feat)]] - Sling
29th [[Meta-Extract (Feat)]]
31st [[Cataclysm in a Bottle (Feat)]]
33rd [[Annus Mirabilis (Feat)]]
35th [[Empowering Bomb (Feat)]]


====Example Mutations====
:* your knee joints reverse; gain a vaulting speed equal to your walk speed until start of your next turn.
:* you sprout three more ears; precise hearing until start of your next turn
:* your skin hardens; gain DR x/common until the start of your next turn. (where x equals alchemist level)
:* your flesh writhes; gain ER x/common until the start of your next turn. (where x equals alchemist level)
:* your legs grow two more legs (each!); make a free 5-foot step at any time during your turn.  This does not provoke, and does not prevent movement or another 5-foot step this round.
:* you sprout a serrated tentacle that thrashes about; as a swift action, you can make a melee touch attack against any creature within 15 feet. If it hits, you can slide them 2 squares (+1 per 10 alchemist levels)
:* you grow vestigial wings, granting you a lesser flight speed equal to your walk speed until the start of your next turn.
:* you can temporarily control the stickiness of your flesh, granting you a lesser climb equal to your walk speed until the start of your next turn.
:* you suddenly know how to dissolve natural dirt, rocks, and earth, granting you a form of Earth Glide until the start of your next turn. All subterranean movement leaves a tunnel behind, and you cannot pass through manufactured or man-modified structures (walls, doors, etc.).
:* you grow gills and fins, gaining a lesser swim speed equal to your walk speed until the start of your next turn.
:* you grow long stalks of flesh with eyes on the ends, allowing you to ignore miss chance from partial concealment, or ac penalties from partial cover until the start of your next turn.
:* eyes sprout all over your body, making it impossible for enemies to flank you until the start of your next turn (they gain no bonuses for doing so, and you don't count as flanked for abilities like sneak attack).
:* nerves on your feet become hypersensitive, granting you tremorsense with a range equal to your walk speed until the start of your next turn (but only if you are standing on the ground).
:* walk doesn't provoke this round
:* use an extract as a move action this round
:* immediately heal x hit points of damage (where x equals alchemist level)
:* gain temp hit points equal to alchemist level
:* immediately reduce one status condition you are suffering from by 1 step (strong becomes moderate, moderate becomes weak, weak simply clears).
:* all move speeds increase by 10 feet this round (+10 feet per 10 alchemist levels)
etc.


* the current crop of mutagen discoveries become new abilities that you can use to replace existing abilities on the table, further skewing the odds to things you prefer.  Since there's no certainty you will get these new abilities each round, they can be quite good:
:* teleportation
:* blindsense
:* throw a bomb as a move action this round
:* enemies that hit you suffer half bomb damage this round
:* DR x/- (equal to alchemist level)
:* ER x/- (equal to alchemist level)
etc.


===Bombs and Extracts===
Discoveries
* clarify rules to state that alchemist can either prepare bombs and extracts in advance, or they can prepare them on the fly. Preparing them on the fly effectively gives them spontaneous casting; however, they cannot prepare on the fly while in mutagen form -- they can only use prepared bombs and/or extracts.
   
* Get rid of the "sharable extracts" discovery, and instead make all extracts self-only, but add in a "contagion" feature which allows the alchemist to spread a buff to an adjacent ally (buff would either lay a charge on the ally, or it would just last for a single round, regardless of how long it lasts on the alchemist).
2nd directed bomb
4th element bomb
6th dispelling bomb
8th greater mutagen
10th breath weapon bomb
12th rudiment bomb
14th fundament bomb
16th demolition charge
18th lesser infusion
20th explosive bomb
22nd greater infusion
24th major infusion
26th immolation bomb
28th perfect infusion
30th mutation mastery
32nd delayed bomb
34th vestigial arm


====Discoveries Related to Mutagens====
{| class="ep-default" width="100%"
! width="20%" | Discovery || width="20%" | Prerequisites || width="60%" | Description
|-
| [[Aggressive Mutation (Discovery)]] || Mutation class feature || Select a barbarian rage power to use while in mutagen form.
|-
| [[Alchemical Claws (Discovery)]] * || Mutagen class feature || Add your bomb damage to a melee attack while in mutagen form.
|-
| [[Elemental Mutagen]] || - || Whenever you imbibe a mutagen, you gain resistance to an energy type and a competence bonus on an associated skill check.
|-
| [[Explosive Halitosis]] || Alchemist 14, Grand Mutagen || You can create and use bombs while in Mutagen form
|-
| [[Improved Alchemical Claws (Discovery)]] * || Alchemist 14, Grand Mutagen || Add your bomb damage to multiple melee attacks while in mutagen form.
|-
| [[Infuse Mutagen]] || - || You can have multiple mutagens prepared
|-
| [[Mutagen, Grand]] || Alchemist 12, Greater Mutagen || Increase physical scores and decrease mental scores
|-
| [[Mutagen, Greater]] || Alchemist 6, Mutagen class feature || Increase physical scores and decrease mental scores
|-
| [[Mutagen, True]] || Alchemist 16, Grand Mutagen || The alchemist improves his mutagen even further
|-
| [[Rag Doll Mutagen]] || - || Your body becomes rubbery and easy to contort
|-
| [[Sebaceous Cyst]]* || Alchemist 6 || Spew out cones of bomb damage while in Mutagen form
|}


{| class="ep-default" width="100%"
Grand Discoveries
! width="20%" | Grand Discovery || width="20%" | Prerequisites || width="60%" | Description
   
|-
  3rd Infinite Bombs
| [[Alchemical Abomination]] || Alchemist 20, True Mutagen || You improve your mutagen further
  8th Hyper Tweaking
|-
  13th Mad Bomber
| [[Mutagenic Immutability]] || Alchemist 23, Eternal Youth || The alchemist becomes immune to attribute drains and attribute damage
  18th Persistent Spark
|-
  23rd Carpet Bomber
| [[Mutation Mastery]] || Alchemist 26, Mutation Suppression || Temporarily suppress the positive and negative effects of your mutagen a number of times per day equal to your INT mod.
  28th Soulfire
|-
  33rd Flesh Warping
| [[Mutation Suppression]] || Alchemist 23, True Mutagen || Temporarily suppress the positive and negative effects of your mutagen a number of times per day equal to your INT mod.
  33rd Unborn Horror
|-
| [[Unborn Horror]] || Alchemist 23, Alchemical Abomination || You have gone TOO FAR! The alchemist improves his mutagen even further
|-
| [[WHAT HATH SCIENCE WROUGHT?]] || Alchemist 29, Unborn Horror || You were warned. The Gods Themselves begged you not to do this. The alchemist perfects his mutagen, and the world trembles.
|}
 
== Alchemist Example Builds ==
  (not a legal build; needs reviewed)
 
=== Bomb-Throwing Build ===
Human, base stats: Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8.
 
Example Feats
 
1st Level: Point Blank Shot, Precise Shot.  Lets you put your bombs exactly where you want them
 
3rd Level: Weapon Focus:Bombs.  Still making the bombs better.
 
5th Level: Extra Discovery: Acid Bombs*.  Now that the bombs go where you want them, you start to make them nassssty.
 
7th Level: Dodge.       A point of armor class and unlocks good stuff.
 
9th  Level: Close Quarters Thrower. Throw bombs in melee!
 
11th Level: Charging Hurler. Lets you keep up with the first round rush and still attack.
 
13th Level: Far Shot. Throw bombs waaaay further and still hit.
 
15th Level: Mobility. Avoid those attacks of opportunity.
 
17th Level: Shot on the Run. Pop around a corner, throw a bomb, hide. So awesome.
 
19th Level: Clustered Shots. This lets you punch through DR like crazy.
 
 
Example Discoveries:
 
2nd Level: Precise Bombs
 
4th Level: Explosive Bombs*
 
6th Level: Breath Weapon Bomb
 
8th Level: Fast Bombs
 
10th Level: Force Bomb*
 
12th Level: Demolition Bomb*
 
14th Level: Dispelling Bomb*
 
16th Level: Frost Bomb*
 
18th Level: Elixir of Life
 
20th Level: Fast Healing 5, Smoke Bomb*, Inferno Bomb*.
 
 
 
=== Hulchemist Build ===
Human, base stats: Str 16, Dex 14, Con 14, int 18, Wis 10, Chr 8
 
Example Feats
 
1st Level: Dodge, Mobility. Move around in melee, get hit less, and melee sucks, you want the armor class bad.
 
3rd Level: Weapon Focus: Natural Attacks.  Yeah, you wreck'em in melee, you betcha!
 
5th Level:  Power Attack. Yeah, you wreck'em in melee, you betcha!
 
7th Level: Point Blank Shot. Still gotta work the bombs!
 
9th level: Toughness. Hit points, baby!
 
11th Level: Precise Shot. Workin' the bombs
 
13th level: Shot on the Run. The corner thing, so awesome.
 
15th Level: Rending Claws. Oh, yeah, even more melee damage
 
17th Level: Defensive Combat Training. Stops the bad guys from tackling you all the time
 
19th Level: Advanced Def Combat Training. No, seriously. Getting grappled sucks.
 
 
 
Example Discoveries:
 
2nd Level:  Alchemical Claw
 
4th Level:  Spontaneous Healing
 
6th Level:  Greater Mutagen
 
8th Level:  Vestigial Arm
 
10th Level: Vestigial Arm
 
12th Level: Grand Mutagen
 
14th Level: Tentacle
 
16th Level: True Mutagen
 
18th Level: Nauseating Flesh
 
20th Level: Alchemical Abomination, Improved Alchemical Claw, Preserve Organs.

Latest revision as of 17:52, 17 December 2020


1st	Selective (Feat)
3rd	Point-Blank Shot (Feat) 
5th	Ammo Drop (Feat)
7th	Large Target (Feat)
9th	Splash Weapon Mastery (Feat)
11th	Bomb, Improved (Feat)
13th	Weapon Focus (Feat) - Sling
15th	Prone Slinger (Feat)
17th	Rod Whisperer (Feat)
19th	Dodge (Feat)
21st	Bomb, Mighty (Feat)
23rd	Mobility (Feat)
25th	Shot on the Run (Feat)
27th	Weapon Focus, Greater (Feat) - Sling
29th	Meta-Extract (Feat)
31st	Cataclysm in a Bottle (Feat)
33rd	Annus Mirabilis (Feat)
35th	Empowering Bomb (Feat)


Discoveries 

2nd	directed bomb
4th	element bomb 
6th	dispelling bomb
8th	greater mutagen
10th	breath weapon bomb
12th	rudiment bomb
14th	fundament bomb
16th	demolition charge
18th	lesser infusion
20th	explosive bomb
22nd	greater infusion
24th	major infusion
26th	immolation bomb
28th	perfect infusion
30th	mutation mastery
32nd	delayed bomb
34th	vestigial arm


Grand Discoveries

3rd		Infinite Bombs
8th		Hyper Tweaking
13th		Mad Bomber
18th		Persistent Spark
23rd		Carpet Bomber
28th		Soulfire
33rd 		Flesh Warping
33rd		Unborn Horror