Talk:Alchemist: Difference between revisions

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  general design philosophy: courageous milieu should set the tone of the class and have most of the major features of the class within it. Each milieu after courageous should add one additional major feature, and otherwise just be improvements on previous features.
  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)]]


therefore, for alchemist:
- courageous = bombs, extracts, and discoveries
- heroic = mutagen
- valorous = grand mutagens (and poisons?)
- mythic = eureka bombs
- legendary = primal damage


a few features should probably just go away: swift alchemy, swift poisoning, instant alchemy, venom sac


  (RD) so, in general, does this approach seem to make sense to you? Are you okay with, for example, moving mutagen all the way up to 8th level? I ask because this same philosophy (several major features in courageous, then 1 per milieu after that) will likely get used in all the other classes, to some degree or another.
  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


===Bombs and Extracts===


  bomb damage. alky's can throw 2 bombs/round. 6 bombs per encounter, 18 bombs per day, is effective maximum. lower number of bombs to int mod. HUGE NERF! increase damage to level/2 circle damage to compensate. yes, bombs scale to circle 17 damage, yikes. fewer bombs but hit really hard. thoughts? (we can call this something different, like blast rank or something, instead of circle damage)
  Grand Discoveries
 
   
Okay, here's a first stab at some terrifyingly large bomb damage numbers:
  3rd Infinite Bombs
 
  8th Hyper Tweaking
====Bomb Damage Draft====
  13th Mad Bomber
: {| class="ep-default" border="1" style="border-collapse:collapse; text-align:center;"
  18th Persistent Spark
|-
  23rd Carpet Bomber
! Alch Level || Dmg/Lvl || Bomb Damage
  28th Soulfire
|-
  33rd Flesh Warping
| 1 || 1d6+5 || 1d6+5
  33rd Unborn Horror
|-
| 2 || 1d6+5 || 2d6+10
|-
| 3 || 1d6+5 || 3d6+15
|-
| 4 || 1d6+5 || 4d6+20
|-
| 5 || 1d6+5 || 5d6+25
|-
| 6 || 1d6+6 || 6d6+36
|-
| 7 || 1d6+6 || 7d6+42
|-
| 8 || 1d6+6 || 8d6+48
|-
| 9 || 1d6+6 || 9d6+54
|-
| 10 || 1d6+6 || 10d6+60
|-
| 11 || 1d6+7 || 11d6+77
|-
| 12 || 1d6+7 || 12d6+84
|-
| 13 || 1d6+7 || 13d6+91
|-
| 14 || 1d6+7 || 14d6+98
|-
| 15 || 1d6+7 || 15d6+105
|-
| 16 || 1d6+8 || 16d6+128
|-
| 17 || 1d6+8 || 17d6+136
|-
| 18 || 1d6+8 || 18d6+144
|-
| 19 || 1d6+8 || 19d6+152
|-
| 20 || 1d6+8 || 20d6+160
|-
| 21 || 1d6+9 || 21d6+189
|-
| 22 || 1d6+9 || 22d6+198
|-
| 23 || 1d6+9 || 23d6+207
|-
| 24 || 1d6+9 || 24d6+216
|-
| 25 || 1d6+9 || 25d6+225
|-
| 26 || 1d6+10 || 26d6+260
|-
| 27 || 1d6+10 || 27d6+270
|-
| 28 || 1d6+10 || 28d6+280
|-
| 29 || 1d6+10 || 29d6+290
|-
| 30 || 1d6+10 || 30d6+300
|-
| 31 || 1d6+11 || 31d6+341
|-
| 32 || 1d6+11 || 32d6+352
|-
| 33 || 1d6+11 || 33d6+363
|-
| 34 || 1d6+11 || 34d6+374
|-
| 35 || 1d6+11 || 35d6+385
|}
 
  hrrrrm. rebuilding discoverys might be a big lift, but if we wanna 'fix' the class for good, this is one way to do it. 4 x 4 choices is 256 alky paths, yikes.  bombs as mini-pets...maybe as a discovery?  not sure the class needs that as well as a familiar.  heck, get rid of the familiar?  I just love the optics of it, though
 
(RD) there's nothing that says the familiar couldn't be one of the 4 x 4 choices... that way if the player decides it's too complicated, they choose something else.  Also, we need to rebuild how familiars work (in my mind, their primary combat utility is they give the caster a different point of origin for their spells/abilities... an alchemist familiar would possibly let them throw their bombs starting from their familiar's space, instead of their own (or use an extract, etc.)).
 
 
* 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).
 
== 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