Talk:Alchemist: Difference between revisions

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<pre>
rename Alchemist's Fire to Pop Rocks


change bomb damage to base + INT + DEX
</pre>
<pre>
courageous (1-5)
bombs
extracts
discoveries
pop rocks
tweaking
grand discovery I
implements
intrepid (6-10)
mutagen
mana burning
grand discovery II
poison resist I
heroic (11-15)
poison use
venom sac
grand discovery III
poison resist II
undaunted (16-20)
eureka bombs I
grand discovery IV
poison resist III
valorous (21-25)
eureka bombs II
grand discovery V
extract accelerants
poison immunity
mythic (26-30)
primal bombs I
grand discovery VI
eureka bombs III
legendary (31-35)
grand discovery VII
primal bombs II
eureka bombs IV
humours
</pre>
<pre>
Grand Discoveries by Milieu:
1-5
- mutagenic immutability
- infinite bombs
- spontaneous formulation
- laminated dermis
6-10
- alchemical abomination
- protean resistance
- midassian scion
- hyper-tweaking
11-15
- mutagenic protean resistance
- mad bomber
- philosopher's stone
- icarus ascendant
16-20
- sovereign solution
- persistent spark
- alchemical perfection
- aura masking
21-25
- WHAT HATH SCIENCE WROUGHT?
- carpet bomber
- contagion
- appendage asymmetry
26-30
- Recurring Mutation
- spontaneous combustion
- soulfire
- acidic blood
31-35
- Unborn Horror
- flesh warping
- ascerbic venom
- auto-cannibalism
</pre>
<pre>
Humours
- Vitreous Humour - bonus melee attack at highest bab during full attack, even in mutagen form, stacks with haste.  Cannot be used to throw bombs or make ranged attacks; only melee attacks.
- Choleric Humour - any extracts that deal damage have their damage increased by the Alchemist's DEX score (not modifier).
- Phlegmatic Humour - the alchemist's AC and FORT saves improve by +4 at all times (i.e., in their normal and mutagen forms).
- Sangine Humour - the alchemist is immune to damage from their own bombs, even if primal. Furthermore, the alchemist can use a bomb to perform a 10' radius PBAOE centered on themselves, dealing full damage to all creatures in affected area; refl save for half (no to-hit roll).
</pre>
==New Class Features==
* As a high-level class ability: "Overburn" - Allows an Alchemist to use extra casting slots they would normally gain from a high caster stat (int) but do not since their levels cap at six, as overburn slots for manaburning.  IE, they can overburn slots they don't actually have
see extract accelerants, which will let them convert pop rocks to extract 'slots' for purposes of mana-burning (up to 3 per swift action, though they expire at the end of the round if unused, so you can't bank them up).  It would be easy to increase the number per swift action at higher levels, if we feel like 3 is too small.  However, it means they can mana burn 3 slots each round with a swift action forever, which is pretty powerful, IMO, since they aren't giving up any extract slots (other than the one they're using) each time.
* '''Alchemist's Fire''' (rename?) - (lvl 1) can create an infinite number of alchemist's fire (rename?) per day, but must use immediately
thought: instead of alchemist's fire, what if it's "Mini-Bombs", and they deal normal bomb damage but no longer splash, and can't be modified with discoveries?
* '''Poison Resistance I''' - (lvl 3) half CON mod (round down, min 1) bonus to all saves vs. poison
* '''Poison Resistance II''' - (lvl 11) never suffers damage from poison (though still affected by any conditions)
* '''Poison Resistance III''' - (lvl 17) can never be affected by the fruition of a poison
* '''Poison Immunity''' - (lvl 22) immune to all poisons.
* moved '''Mana Burning''' to level 9. Yikes!
* '''Venom Sac''' - this will become their ability to create a basic poison at-will. Can only be applied to their own weapons or natural attacks.
* '''Extract Accelerants''' - this will be a scaling pool of pseudo-extracts that the alchemist can use to mana burn their extracts.  Only good for mana burning.
* '''Lesser Eureka Bombs''' - 2 bonus bombs per day (don't count against normal max) that can have up to two discoveries applied to them at once.
* '''Greater Eureka Bombs''' - +1 bomb per day, all can have up to 3 discoveries applied to them at once.
* '''Perfect Eureka Bombs''' - +1 bomb per day, all can have up to 4 discoveries applied to them at once.
* '''Paragon of Science I''' - add half CON mod to 1 saving throw of their choice (round down, min 1).
* '''Paragon of Science II''' - do it again. Either same save or a different one.
rename these?
* '''Primal Bombs''' - slight change: uses a eureka bomb, makes it primal damage, but can only have 1 discovery applied to it (instead of 4).
==Bomb Damage Draft==
: {| class="ep-default" border="1" style="border-collapse:collapse; text-align:center;"
|-
! Alch Level || Dmg/Lvl || Int mod/bomb || Bomb Damage || Avg/Bomb  || 2/round avg  || 3/round avg
|-
| 1 || 1d6+0 || +5 Int || 1d6+0 || 8.5 || 17 || 25.5
|-
| 2 || 1d6+0 || +5 Int || 2d6+0 || 12 || 24 || 36
|-
| 3 || 1d6+0 || +5 Int || 3d6+0 || 15.5 || 33 || 48.5
|-
| 4 || 1d6+0 || +5 Int || 4d6+0 || 19 || 38 || 57
|-
| 5 || 1d6+0 || +5 Int || 5d6+0 || 22.5 || 45 || 67.5
|-
| 6 || 1d6+0 || +5 Int || 6d6+0 || 26 || 52 || 78
|-
| 7 || 1d6+0 || +5 Int || 7d6+0 || 29.5 || 59 || 88.5
|-
| 8 || 1d6+1 || +5 Int || 8d6+8 || 41 || 81 || 122
|-
| 9 || 1d6+1 || +6 Int || 9d6+9 || 46.5 || 93 || 139.5
|-
| 10 || 1d6+1 || +6 Int || 10d6+10 || 51 || 102 || 153
|-
| 11 || 1d6+1 || +6 Int || 11d6+11 || 55.5 || 111 || 166.5
|-
| 12 || 1d6+1 || +7 Int || 12d6+12 || 61 || 122 || 183
|-
| 13 || 1d6+1 || +7 Int || 13d6+13 || 65.5 || 131    || 196.5
|-
| 14 || 1d6+1 || +7 Int || 14d6+14 || 70 || 140 || 210
|-
| 15 || 1d6+2 || +7 Int || 15d6+30 || 86.5 || 173 || 259.5
|-
| 16 || 1d6+2 || +8 Int || 16d6+32 || 96 || 192 || 288
|-
| 17 || 1d6+2 || +8 Int || 17d6+34 || 101.5 || 203 || 304.5
|-
| 18 || 1d6+2 || +9 Int || 18d6+36 || 108 || 216 || 324
|-
| 19 || 1d6+2 || +9 Int || 19d6+38 || 113.5 || 227 || 340.5
|-
| 20 || 1d6+2 || +10 Int || 20d6+40 || 120 || 240 || 360
|-
| 21 || 1d6+2 || +10 Int || 21d6+42 || 125.5 || 251 || 376.5
|-
| 22 || 1d6+3 || +10 Int || 22d6+66 || 153 || 306 || 459
|-
| 23 || 1d6+3 || +10 Int || 23d6+69 || 159.5 || 319 || 478.5
|-
| 24 || 1d6+3 || +11 Int || 24d6+72 || 167 || 334 || 501
|-
| 25 || 1d6+3 || +11 Int || 25d6+75 || 173.5 || 347 || 520.5
|-
| 26 || 1d6+3 || +11 Int || 26d6+78 || 180 || 360 || 540
|-
| 27 || 1d6+3 || +12 Int || 27d6+81 || 187.5 || 375 || 562.5
|-
| 28 || 1d6+3 || +12 Int || 28d6+84 || 194 || 388 || 582
|-
| 29 || 1d6+4 || +13 Int || 29d6+116 || 230.5 || 461 || 691.5
|-
| 30 || 1d6+4 || +13 Int || 30d6+120 || 238 || 476 || 714
|-
| 31 || 1d6+4 || +14 Int || 31d6+124 || 246.5 || 493 || 739.5
|-
| 32 || 1d6+4 || +14 Int || 32d6+128 || 254 || 508 || 762
|-
| 33 || 1d6+4 || +15 Int || 33d6+132 || 262.5 || 525 || 787.5
|-
| 34 || 1d6+4 || +16 Int || 34d6+136 || 271 || 542 || 813
|-
| 35 || 1d6+4 || +17 Int || 35d6+140 || 279.5 || 559 || 838.5
|}
==quantity of bombs==
I suggest 8 bombs per day plus 1 additional bomb per milieu above courageous (i.e. 9 bombs at heroic (level 8), 10 at valorous (level 15), 11 at mythic (level 22), and 12 at legendary (level 29)).
if we go to 3 bombs per round (I assume that's for haste?), we might want to bump these up to +2 per milieu above courageous...
note that EUREKA bombs add another 9 at high levels
==Discoveries and Grand Discoveries==
* possibly rebuild discoveries to reduce quantity available, or even map it into the 4 choices at 4 levels (16 discoveries).
* alchemists get 1 grand discovery per milieu (in the middle levels of the milieu -- 4, 11, 18, 25, and 32.  -- Need to review grand discoveries for appropriateness at all levels.
* update the infusion discovery to be just 1st and 2nd level extracts, and make more discoveries for sharing out higher level extracts.
* replace all the damage type bomb discoveries with "element bomb" "rudiment bomb" and "fundament bomb" discoveries, instead, where a single damage type of common/uncommon/rare energy is selected at time discovery is taken. Each can be taken more than once to select another damage type of the same commonality.
* grand discoveries could be a combination of several 'normal' discoveries -- e.g. 1 grand discovery = all 3 infusion discoveries; 1 grand discovery = greater and grand mutagen; 1 grand discovery = alchemical claws, prehensile organs, explosive halitosis, hyperextended joints. This would be in addition to the discoveries being available separately.
==Extracts==
* are alchemists spontaneous casters (create extracts on the fly) or preparation casters (create extracts at the start of the day)?  Currently, they are both, though they must have grand mutagen discovery to use (pre-prepared only) extracts in mutagen form.


== Alchemist Example Builds ==
== Alchemist Example Builds ==

Revision as of 16:00, 15 November 2019


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.