Talk:Alchemist

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Should probably rewrite the introductory paragraphs.  They are currently cut/paste copies from the d20pfsrd.
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
Grand Discoveries by Milieu:

1-5
* Infinite Bombs
  - alters pop rocks to deal full bomb damage, still requires swift action to create them.

* Laminated Dermis
  - add DEX mod to hit points. When in mutagen form, add DEX score! to hit points instead.  Both of these are multiplied by the tier (i.e. x7 at legendary).

* Mutagenic Immutability
  - When the alchemist's mutagen effect ends, including if the alchemist voluntarily ends the mutagen effect, any status condition that the alchemist was suffering under is immediately ended. (note that "dead", "blooded", "staggered", and other hit-point related statuses are not considered conditions.)

* Spontaneous Formulation
  - alchemist no longer needs to prepare extracts in advance.  They become spontaneous casters of extracts; if they know it, they can mix it on the fly, until they run out of slots for the day.  Mixing an extract becomes part of the same action as using the extract.


6-10
* Alchemical Abomination
  - While in mutagen form, use mutations up to twice per encounter.

* Hyper-Tweaking
  - gain 6 stat points, no more than +2 to a single stat

* midassian scion
  - converts sellable goods to money
  - converts remnants to money equal to 1 treasure parcel at the alchemist's level; yes, you can save them for later and they're worth more! tier of remnant is irrelevant.

* Protean Resistance
  - ER x/level versus 1 common energy type all the time, plus you can add additional energy types as a swift action, which last until the end of the encounter


11-15
* Icarus Ascendant
  - greater flight equal to walk + 10.  If you already have "Icarus Resplendent" discovery, this also grants hover equal to walk speed.

* Mad Bomber
  - add INT score to bombs damage (not MOD). Also applies to pop rocks. If mutagen form allows bombs, this is added there as well.

* Mutagenic Durability
  - ER and DR vs. common in mutagen form equal to character level; when mutations for ER or DR are active, stacks with (i.e. doubles) those values. Only in mutagen form.

* philosopher's stone
  - usable as implement
  - removes mana burning level caps -- mana burn your heart out.


16-20
* Alchemical Perfection
  - any melee attacks made while in normal (non-mutagen) form are resolved as touch attacks, and add DEX mod to-hit.

* Aura Masking
  - allows alchemist to alter the aura of themselves or an ally to:
    - mask their true alignment
    - mask their level or class
    - mask their magic items or make them appear as different magic items
    - essentially foils detection, but doesn't alter their physical appearance
      - stacks nicely with disguise skill or polymorph spell effects.

* Persistent Spark
  - ability to give away extracts of any level (merges 4 discoveries!)

* Sovereign Solution
  - improves all results on the mutagen table (merges 4 discoveries)


21-25
* Appendage Asymmetry
  - Gain a third arm (that looks however you want, arm, tentacle, claw, etc.) that grants a bonus attack at full BAB during a full attack action. Can retract into your body (to conceal it) as a standard action, and another standard action to bring it back out.

* Carpet Bomber
  - bombs become 5x5 AOE's, dealing full damage to all targets in area unless they make a save (no longer requires a ranged touch attack roll).  If you have Explosive Bomb discovery, this becomes a 7x7 area instead. You'll probably want selective bombs...

* Contagion
  - once per round, any time you move adjacent to an ally during any portion of your turn, you may grant that ally a single buff effect that is present on yourself, until the end of that ally's next turn.  The buff lays an Arcane charge on the ally, even if it doesn't normally lay one.  You can only affect one ally per round, but it requires no action other than being adjacent to them at some point during your turn.

* WHAT HATH SCIENCE WROUGHT?
  - While using your mutagen, gain two mutation effects each round, instead of one.


26-30
* Acidic Blood
  - as existing g.disc, but make it much better (enemies only, better save DC, and alchemist becomes immune to all acid). Still needs a bleed to work.

* Recurring Mutation
  - While in your mutagen form, one mutation is always present (and one is still random). If you have WHAT HATH SCIENCE WROUGHT? grand discovery, this means you get 1 persistent and two random mutations each round.

* Soulfire
  - +3 bonus to a single d20 roll per round (doesn't have to be your own), as a free action. OR, -3 penalty to a single d20 roll by an enemy once per round.

* Spontaneous Combustion
  - add INT stat (not MOD) to any damage dealt by your extracts.


31-35
* Acerbic Venom
  - mods Venom Sac to allow any player poison to be used, instead of just basic poisons.  Also allows you to apply basic poison to ally weapons that last for all attacks made during the first round (and any surprise round).

* Auto-Cannibalism
  - spend your own hit points (as a free action) to buff yourself until the end of the current round. Usable in mutagen form or regular form!!  E.g. 5 hit points to gain +5 move speed to all movement types until end of the round; +1 dmg per hp spent (no limit); 10 hit points per +1 to AC or +1 to save, both usable retroactively.

* Flesh Warping
  - Once per encounter, heal yourself of damage an amount equal to 25% of your max hit points. Can be used in mutagen form (but only heals hit point damage in the form you are currently in).  This is a swift action, but can only be used during combat.

* Unborn Horror
  - requires Greater Mutagen discovery
  - While in your mutagen form, your bombs deal improved damage.
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).

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

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.