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==rebuild ideas==
__NOTOC__
* right now, class is just a poor meleer (hulkemist) and poor ranged striker (bombs).  Needs something that it actually excels at on its own.


===bombs===
1st [[Selective (Feat)]]
* redo/rescale bomb damage
3rd [[Point-Blank Shot (Feat)]]
:* currently, splash damage is way too much dice rolling for way too little effect.
5th [[Ammo Drop (Feat)]]
::* splashed creatures get a save to reduce the already minimum damage by half! Annoying!
7th [[Large Target (Feat)]]
:::*rescale thoughts: bomb damage scales like spell circles. no more splash damage, it is a smallish AOE(3x3), can still scatter on a miss, may be targeted at a square (AC5) but then does half damage. add a Discovery to allow non-creature/sunder damage?
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)]]




:* perhaps make bombs the class 'currency' the way 'channel divinity' can be repurposed for other things
::* other things to include melee damage (poured on hands) or breath weapon (if drunk)
:::* if currency, may need to look at how many they get, and either increase or decrease it, as necessary.


:* bombs should do more status conditions and be very good at them (it's fine if this requires discoveries).
Discoveries
::* with restriction on monsters having no stackable conditions, this doesn't break anything.
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


:* (Jeff) Case Study - Naja 15th level mostly bomber alchemist
::* Can get off two bombs/round as a full action. Average Damage 36 direct hit with 16 splash. Touch attack, so hits often.
::* CR 15 monsters have 328 hit points. With one per player, the players need to average that much damage over three rounds. Strikers more, other roles less. Taking into account miss chances, Naja needs to deal about 125 points a round to pull her weight. As a striker, 150 might be more appropriate.
::* CR 15 monsters will tend to save against the splash damage about half the time, giving her splash average of 12. Full attack average is 72 direct hit plus 24/splash.
:::* Damage with one splash ~96, two splashes ~120, three splashes ~144
::* As levels increase, monsters are often large and/or have reach. Often no splashes are feasible. Three is rare. Naja rarely can pull her weight.
::* Possible simple fixes
:::* Every seven levels or so, increase the splash radius by 5 feet.
:::* Use the 3/4 base attack progression, so they get multiple attacks sooner. With three attacks per round, Naja would be fine.
:::* Larger dice. Two splash average with d8: 136, d10: 152, d12: 168


===mutagens===
  Grand Discoveries
* bake mutagen/mutation directly into the class -- they are ALWAYS Mr. Hyde.
   
:* allow a discovery (or perhaps a class feature?) that allows them to temporarily appear normal.
  3rd Infinite Bombs
:* mutagen should do more than just 'make them good at melee'. Tankiness? Controllery? Leadery?
  8th Hyper Tweaking
 
  13th Mad Bomber
:* (Jeff) Idea I just had. Do away with the mutagen. When an alchemist is bloodied, they transform as an immediate action. By default they have no choice, it is automatic. They remain transformed until they are no longer bloodied. Discoveries/feats may enable them to transform at will or resist transforming. This creates a hit point management mini-game that strikes me as appealing. ("Ruin, burn me with your next fireball", "What?!")
  18th Persistent Spark
 
  23rd Carpet Bomber
===more movement===
  28th Soulfire
* grant them an unstoppable movement power: skittering mass, scuttling mass, whatever
  33rd Flesh Warping
:* while active, their movement does not provoke AOO's
  33rd Unborn Horror
:* maybe spend a bomb to trigger it? lasts for any movements made during that turn?
:* at higher level, allows different move types to be employed while active.
:* special effect: they turn into a swarm of bugs until the move is completed (or worms, or something gross)
::* higher level, it could be bees, or some other swarm that has better move types. blink flies.
 
===extracts===
* class should get a 'contagion' feature which lets them spread buffs currently on themselves onto an adjacent ally
:* once per round, during any part of your turn, you can infect an ally adjacent to you with the effects of your current buff.
:* while your buff probably lasts until the end of the encounter, the buff on the infected ally would only last until the start of your next turn.
:* could expand this to do more than just spread buffs/extracts, but on its face, it immediately makes the extracts better.
:* would let us get rid of the 'share extract' discovery (whatever it's called).
 
 
 
 
== 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