Talk:Alchemist

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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

  • 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)
  • feat to gain 1 additional use per day
  • activating mutagen is a swift action, and lasts until the end of the encounter.
  • transforms alchemist into the "Melee Only" (Transmogrified Humanoid) template for their CR
  • 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)
  • 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.
  • 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
  • you can modify this result with points from the Endeavor Pool, if you want.
  • 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.
  • table starts out small-ish, and grows larger at higher levels, and uses a larger die size for the mutation roll each round.
  • 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).

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

  • 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).

Discoveries Related to Mutagens

Discovery Prerequisites 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
Grand Discovery Prerequisites Description
Alchemical Abomination Alchemist 20, True Mutagen You improve your mutagen further
Mutagenic Immutability Alchemist 23, Eternal Youth The alchemist becomes immune to attribute drains and attribute damage
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.
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.
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.