Talk:Alchemist: Difference between revisions

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<pre>
rename Alchemist's Fire to Pop Rocks


change bomb damage to base + INT + DEX
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)]]


smear out Eureka Bombs to Valorous + Mythic + Legendary


add "Humours" to mythic milieu
- self buff to: bombs, extracts, mutagen, numbers (to-hit, AC, saves)
- reuse humour names: vitreous, choleric, sanguine, phlegmatic
</pre>


<pre>
Discoveries
courageous (1-5)
bombs
2nd directed bomb
extracts
4th element bomb
discoveries
6th dispelling bomb
pop rocks
8th greater mutagen
tweaking
10th breath weapon bomb
grand discovery I
12th rudiment bomb
implements
14th fundament bomb
16th demolition charge
intrepid (6-10)
18th lesser infusion
mutagen
20th explosive bomb
mana burning
22nd greater infusion
grand discovery II
24th major infusion
poison resist I
26th immolation bomb
28th perfect infusion
heroic (11-15)
30th mutation mastery
poison use
32nd delayed bomb
venom sac
34th vestigial arm
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>
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 INT 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==
  Grand Discoveries
* '''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?
  3rd Infinite Bombs
 
  8th Hyper Tweaking
* '''Poison Resistance I''' - (lvl 3) half CON mod (round down, min 1) bonus to all saves vs. poison
  13th Mad Bomber
* '''Poison Resistance II''' - (lvl 11) never suffers damage from poison (though still affected by any conditions)
  18th Persistent Spark
* '''Poison Resistance III''' - (lvl 17) can never be affected by the fruition of a poison
  23rd Carpet Bomber
* '''Poison Immunity''' - (lvl 22) immune to all poisons.
  28th Soulfire
 
  33rd Flesh Warping
* moved '''Mana Burning''' to level 9. Yikes!
  33rd Unborn Horror
 
* '''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 ==
  (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