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Old 06-01-2012, 04:43 PM   Top  -  End  -  #1
Jarian
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Default The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Alchemist


Cedric Athad, Human Alchemist, moments before creating a philosopher's stone.
Image is “The Alchemist” by Yuumei of deviantArt.

Class Skills
The Alchemist's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken separately) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Special: An Alchemist can train and use the Craft (Alchemy) skill even if he does not have levels in an arcane spellcasting class.
Skills Points at Each Level: 4 + int

Alignment: Any.
Abilities: Intelligence is of primary use to Alchemists, as this determines both their skill points and the effectiveness of their transmutations. Strength, Dexterity, and Constitution are all important to an Alchemist who wishes to engage in physical combat, while Charisma can help increase an Alchemist's ability to create and use magical items.
Hit Dice: d8

LevelBABFort SaveRef SaveWill SaveSpecialTransmutations
1st +0 +2 +0 +2 Alchemical Companion, Brew Potion, Item Creation, Philosopher's StoneMinor
2nd +1 +3 +0 +3 Augmented Strike +1Minor
3rd +1 +3 +1 +3 Enhanced AlchemyMinor
4th +2 +4 +1 +4 Arcane Secrets (1st)Minor
5th +2 +4 +1 +4 Bonus FeatMinor
6th +3 +5 +2 +5 Intuit ItemMajor
7th +3 +5 +2 +5 Elixir of LifeMajor
8th +4 +6 +2 +6 Eternal AlchemyMajor
9th +4 +6 +3 +6 Arcane Secrets (2nd)Major
10th +5 +7 +3 +7 Bonus FeatMajor
11th +5 +7 +3 +7 Favored ElementGreater
12th +6/+1 +8 +4 +8 Augmented Strike +2Greater
13th +6/+1 +8 +4 +8 -- Greater
14th +7/+2 +9 +4 +9 Arcane Secrets (3rd)Greater
15th +7/+2 +9 +5 +9 Bonus FeatGreater
16th +8/+3 +10 +5 +10 Eternal AlchemyGrand
17th +8/+3 +10 +5 +10 TransmogrificationGrand
18th +9/+4 +11 +6 +11 Favored ElementGrand
19th +9/+4 +11 +6 +11 Arcane Secrets (4th)Grand
20th +10/+5 +12 +6 +12 Alchemical Ascension, Bonus FeatGrand

Class Features: The following are all class features of the Alchemist.

Weapon and Armor Proficiencies: Alchemists are proficient with simple weapons and with light armor, but not with shields.

Because the somatic components required for Alchemist transmutations are relatively simple, an Alchemist can use any of his transmutations while wearing light armor without incurring the normal arcane spell failure. However, like arcane spellcasters, an Alchemist wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all transmutations have a somatic component, even those that alter or augment your companion's attacks). A multiclass Alchemist still incurs the normal arcane spell failure for arcane spells received from levels in other classes.

Alchemist's Path: While all Alchemists have the ability to craft the same alchemical items, the study that led them to their calling can be vastly different. At first level, an Alchemist chooses whether to pursue the path of the Elemental Weaver or the path of the Constructor. Elemental Weavers learn transmutations that focus on damaging and disabling foes with raw elemental forces, while Constructors learn transmutations that reshape the battlefield or their own bodies into deadly weapons while augmenting their companion's offensive and defensive abilities.

Once made, this choice is permanent.

Transmutations (Sp): An Alchemist does not prepare or cast spells as wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as transmutations that require him to focus the alchemic energy within his philosopher's stone. An Alchemist begins play with one transmutation from his chosen path. At each level thereafter, he learns an additional transmutation of any rank that he has access to, as shown on the table above. An Alchemist can use any transmutations he knows at will, with the following qualifications:

An Alchemist's transmutations are spell-like abilities with an activation time of a full-round action; using a transmutation therefore provokes attacks of opportunity and can be disrupted, just as a spell can be ruined during casting. An Alchemist is entitled to a Concentration check to successfully use a transmutation if he is hit by an attack while casting, just as a spellcaster would be. An Alchemist can choose to use a transmutation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Alchemist's transmutations are subject to spell resistance unless a transmutation's description states otherwise. An Alchemist's caster level with transmutations is equal to his class level. For the purpose of spell level and school equivalencies, the level of a transmutation is equal to 1, plus one for every two class levels beyond first, to a maximum of 9 at level 17, and all transmutations are considered spells from the Transmutation school.

The save DC for a transmutation (if it allows a save) is 10 + equivalent spell level + the Alchemist's Intelligence modifier. Since spell-like abilities are not actually spells, an Alchemist cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as feats that alter the way spell-like abilities function, such as the Empower Spell-like Ability feat.

Some transmutations have the [Tandem] descriptor. Using these transmutations requires that both you and your companion (see Alchemical Companion, below) take the action outlined in the transmutation entry. Using [Tandem] transmutations consumes a full-round action for both yourself and your companion.

Some transmutations have the [Augment] descriptor. Using these transmutations alters your body in some way, granting you new abilities. However, an Alchemist's body can only be changed so far - you may only have a single augment of a given level (Minor, Major, Greater, Grand) active at any time; using a new augment of the same level as one already active instantly ends the first. Unless otherwise specified, [Augment] transmutations persist until dismissed as a standard action.

Philosopher's Stone: While most anyone can dabble in the alchemical arts, what truly defines an Alchemist is the discovery of the fabled philosopher's stone, an alchemical creation that only the brightest can hope to accomplish. While the size and shape of a philosopher's stone varies from Alchemist to Alchemist, most are roughly thumb-sized gemstones that shift between the entire spectrum of colors depending on the angle of viewing.

The creation of a philosopher's stone requires at least a week of effort and several vials of the Alchemist's own blood, among other ingredients. Once forged, a philosopher's stone is of use only to the Alchemist that created it; to anyone else, it is only a curious trinket.

While in possession of a philosopher's stone, the Alchemist gains a +2 circumstance bonus to Craft (alchemy), and can create alchemical substances in one-quarter the normal time with only rudimentary alchemical equipment. In effect, a philosopher's stone functions as a masterwork alchemy lab, though much easier to transport and conceal. However, the true power of a philosopher's stone lies in its seemingly miraculous ability to extend the life of its owner; while at or below 0 hitpoints, the Alchemist gains Fast Healing 1 so long as the philosopher's stone is in his possession.

Additionally, the philosopher's stone is a focus for all of the Alchemist's transmutations; without it, the casting time of his transmutations is increased to 1 round and his effective class level is reduced by 2 when determining their effects (minimum of 1).

Alchemical Companion: Alchemists begin play with a companion, determined by their choice of path. Elemental Weavers receive an elemental familiar, while Constructors begin play with either a clay or steel Lesser Golem. Like familiars or animal companions, alchemical companions always act on the Alchemist's turn, rather than their own place in the initiative order.

Elemental familiar:
Spoiler


Lesser golem:
Spoiler


Item Creation (Ex): An Alchemist can create a magic item even if he does not have access to the spells that are prerequisites for the item. The Alchemist must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an Alchemist would need a Use Magic Device check of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The Alchemist must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of a crafting time and he has still not successfully emulated one of the powers, he can make one final check – his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For the purpose of meeting item prerequisites, an Alchemist's effective caster level equals his class level. If the item duplicates a spell effect, it uses the Alchemist's level as its caster level. Costs are always determined using the item's minimum caster level.

An Alchemist can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill.

Brew Potion: An Alchemist gains Brew Potion as a bonus feat at 1st level.

Augmented Strike (Ex): Starting at 2nd level, while under the effects of an [Augment] transmutation, the Alchemist gains a +1 bonus on all weapon attack and damage rolls for each Augment current affecting him.

At 12th level, this bonus increases to +2 for each Augment.

Enhanced Alchemy (Ex): Beginning at 3rd level, when crafting alchemical items, the Alchemist can imbue them with increased potency. By doubling the base price of an item, the Alchemist can increase the damage dealt by one die, and the save DC (if any) by one. For every two levels beyond 3rd, the Alchemist can increase the damage and save DC again, once more adding the base price to the total cost of the item.

Items that do not deal damage or have a save DC are unaffected by this ability.

Arcane Secrets (Sp): Beginning at 4th level, the Alchemist gains the ability to replicate a small number of arcane spells. At 4th level, the Alchemist chooses a single wizard spell of 1st level; he may use that spell once per day as a spell-like ability. At 9th level, the Alchemist chooses a single 2nd level spell and another 1st level spell to gain as spell-like abilities. At 14th level, the Alchemist chooses a single 3rd, 2nd, and 1st level spell to gain as spell-like abilities, and at 19th level, the Alchemist chooses a 4th, 3rd, 2nd, and 1st level spell to gain as spell-like abilities.

The save DC, if any, of these spell-like abilities is equal to 10 + spell level + the Alchemist's Intelligence modifier, and their caster level is equal to the Alchemist's class level.

Bonus Feat: At 5th level, and again every five levels thereafter (10th, 15th, etc), the Alchemist gains a bonus feat chosen from the following list. He must meet any prerequisites for the chosen feats, as normal.

Craft construct, craft magic arms and armor, craft rod, craft staff, craft wand, craft wondrous item, exceptional artisan, extraordinary artisan, forge ring, legendary artisan, scribe scroll, skill focus (use magic device or alchemy)

Intuit Item (Ex): Beginning at 6th level, an Alchemist can Take 10 on Use Magic Device checks made to activate (but not craft) an item, even if rushed or threatened.

Elixir of Life (Ex): At 7th level, the Alchemist unlocks the secret to creating aqua vitae, more commonly known as the elixir of life. Crafting a single flask of this elixir consumes diamonds and other rare alchemical agents worth 1,000 gp and takes a week of uninterrupted distilling and contact with a philosopher's stone. If the elixir is poured over the body of a creature slain within the past 24 hours, it acts as a resurrection spell cast upon the corpse.

However, the true power of the elixir can only be unlocked by the owner of the philosopher's stone that created the elixir. If the Alchemist drinks the elixir, he receives the effects of a panacea and remove curse spell with a caster level equal to his class level at the time of creation, his physical ability scores return to those of the age category before his actual age category (minimum of Adulthood), and he cannot die of old age for the next year and a day. If anyone else drinks the elixir of life, they receive the effects of a cure critical wounds spell.

As it is inextricably linked to the philosopher's stone that created it, the Alchemist can only have a single dose of the elixir of life at one time.

Eternal Alchemy (Su): Beginning at 8th level, the Alchemist's body undergoes a startling, nearly magical change. The Alchemist chooses a single 1st or 2nd level Sorcerer/Wizard spell with a duration measured in minutes per level or longer and a range of Personal. He gains the effects of that spell as a persistent, supernatural effect.

At 16th level, the Alchemist may choose another spell with the same qualifications as above, except that the spell may be of up to third level.

Favored Element (Su): Beginning at 11th level, the Alchemist chooses a single element: acid, cold, electric, or fire. Whenever he activates a transmutation with that descriptor, he deals an additional point of damage for each die of damage the ability would deal.

At 18th level, the Alchemist chooses a second favored element, gaining the above effects for that choice as well.

Transmogrification (Su): Beginning at 17th level, the Alchemist may replicate the effects of a polymorph any object spell by spending ten minutes with his philosopher's stone in contact with the object or creature to be transmuted. Unlike the normal spell, this ability can never result in a permanent duration. Only one object may be transmuted at a single time, and the Alchemist cannot transmute another object for 24 hours after the duration of the first transmutation elapses.

Alchemical Ascension (Su): At 20th level, the Alchemist unlocks one of the primal mysteries of alchemy, based on his chosen path.

Elemental Weaver: As a swift action, the Alchemist can transform himself into pure alchemic energy, granting himself the Elemental type with the augmented subtype of whatever his previous type was for up to a minute. While in this form, the Alchemist can shift between a solid form and a gaseous mist as a standard action. While in the mist form, the Alchemist gains the Incorporeal subtype and functions as an incorporeal creature in all regards, save that he cannot pass through entirely solid objects unless they are sufficiently porous to allow mist to drift through. While in the solid form, the Alchemist gains damage reduction 10/- and Fast Healing 10.

Constructor: The Alchemist gains the ability to awaken his construct companion, as by the awaken construct spell, except that he automatically receives the maximum result of the spell. When awakened, the construct can immediately replace up to 18 of its Construct HD with NPC class levels (subject to DM approval), and thereafter serves as a loyal cohort to the Alchemist.
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Old 06-01-2012, 04:45 PM   Top  -  End  -  #2
Jarian
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Minor Transmutations
Spoiler

Major Transmutations
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Greater Transmutations
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Grand Transmutations
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Old 06-01-2012, 05:58 PM   Top  -  End  -  #3
eftexar
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

I'm curious why you went with the standard spell save progression instead of the spell-like ability progression.

I think doubling the attack bonus from augmented strike at level 12 might be a bit much. This class looks really gish-like and that effectively gives it a +8 bonus to attack rolls. While it doesn't gain extra attacks this is pretty close to having full bab. But I haven't see the higher level transmutations yet, so it might not be as much a problem as I think it is.

Also, because the alchemist isn't technically a spellcaster, he might not qualify to make actual alchemical items. Because, for whatever reason, they decided that non-spellcasters shouldn't be able to make any alchemical items at all.

Everything else looks good so far.
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Old 06-01-2012, 06:01 PM   Top  -  End  -  #4
Jarian
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Quote:
Originally Posted by eftexar View Post
I'm curious why you went with the standard spell save progression instead of the spell-like ability progression.
If you mean the Warlock's "this is a 2nd level equivalent", it's because that leaves earlier abilities in the dust very quickly. The Alchemist doesn't have as many abilities available to it, but, while the higher-tier abilities get newer and better effects, they're not outright more powerful. The Alchemist should be able to use his Minor transmutations with the same degree of success.

Quote:
Originally Posted by eftexar View Post
This class looks really gish-like and that effectively gives it a +8 bonus to attack rolls. While it doesn't gain extra attacks this is pretty close to having full bab. But I haven't see the higher level transmutations yet, so it might not be as much a problem as I think it is.
That's the idea! A gish-lite that can effectively contribute to physical combat if he wants to, but without giving them the BAB to pull off the big melee tricks.

Quote:
Also, because the alchemist isn't technically a spellcaster, he might not qualify to make actual alchemical items. Because, for whatever reason, they decided that non-spellcasters shouldn't be able to many any alchemical items at all.
I think the note right below the skills qualifies them to craft alchemical items, but I might have overlooked some other stipulation.
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Old 06-01-2012, 06:19 PM   Top  -  End  -  #5
eftexar
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Unfortunately there is a rule directly in crafting that states that only spellcasters can craft alchemical items. It's under the subscript 1 I believe. I never understood that rule, but whatever.

By spell-like ability progression I had meant the 10 + 1/2 class level + modifier save, because I think it scales better.
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Old 06-01-2012, 08:01 PM   Top  -  End  -  #6
EdroGrimshell
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

I think only having two paths is rather limiting, from what i know of alchemy there are four types; Black, White, Yellow, and Red. Black is the Constructor and Red is the Elemental Weaver IIRC. White is the one that revolves around life force and self, while Yellow represents something akin to perfection of form, likely a refining effect.

This is all from memory from a 3rd party book that had the four colors represented by four different alchemist PrCs, so it may be a bit spotty. Anyway, I do like what you have except the companion and paths. The companion is actually good, but it has rather limited options, which is kinda odd for an alchemist as they do tend to represent change. The path i can understand a bit more, but it needs to have more options, that's all.

The abilities are cleanly described and well written, and you've gotten around that rather annoying restriction about alchemical items and spellcasters that most DMs ignore, though with the spell-like abilities they actually qualify to craft alchemical items anyway, just like gnomes do.
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Old 06-01-2012, 08:27 PM   Top  -  End  -  #7
Jarian
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Quote:
Originally Posted by EdroGrimshell View Post
I think only having two paths is rather limiting, from what i know of alchemy there are four types; Black, White, Yellow, and Red. Black is the Constructor and Red is the Elemental Weaver IIRC. White is the one that revolves around life force and self, while Yellow represents something akin to perfection of form, likely a refining effect.
I really don't know what this is a reference to, unfortunately. I pulled the class and the names out of my hat from scratch, not as an attempt to recreate something. Elaborate please?

Quote:
The companion is actually good, but it has rather limited options, which is kinda odd for an alchemist as they do tend to represent change. The path i can understand a bit more, but it needs to have more options, that's all.
Feel free to make any suggestions you like! I tend to add things over time to my creations, since my head only holds so many concepts at one time.

Quote:
The abilities are cleanly described and well written, and you've gotten around that rather annoying restriction about alchemical items and spellcasters that most DMs ignore, though with the spell-like abilities they actually qualify to craft alchemical items anyway, just like gnomes do.
Thanks! To be honest, I've always completely ignored the restriction on alchemical crafting, so I wasn't even entirely sure what the qualifications needed were. Better safe than sorry, and this way everyone's sure that the Alchemist qualifies.
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Old 06-01-2012, 09:41 PM   Top  -  End  -  #8
Jarian
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Major transmutations updated and added.
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Old 06-01-2012, 09:50 PM   Top  -  End  -  #9
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Seems interesting. while I haven't heard of those "colors", I would agree that adding another Path or two would be good. Maybe one that's defensive and healery, with a companion that is a little floaty disc that can act as an Animated shield and/or grant fast healing.
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Old 06-01-2012, 09:53 PM   Top  -  End  -  #10
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Originally Posted by Qwertystop View Post
Seems interesting. while I haven't heard of those "colors", I would agree that adding another Path or two would be good. Maybe one that's defensive and healery, with a companion that is a little floaty disc that can act as an Animated shield and/or grant fast healing.
That's a neat idea, and one I definitely hadn't considered. I'll probably implement this after I finish converting the current transmutations over so everything is 'done'.
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Old 06-01-2012, 11:50 PM   Top  -  End  -  #11
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Oh... This is neat!

I really like this class a lot! It's a good sort of complex, interesting, but not terribly gimped or overpowered. I'd like to play one!

Mind if I put it in my world's homebrew whitelist?
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Old 06-01-2012, 11:54 PM   Top  -  End  -  #12
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where's the list of known transmutations per level ?
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Old 06-02-2012, 12:20 AM   Top  -  End  -  #13
Jarian
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Greater Transmutations added. Most of them, anyway. The rest are proving problematic, and will be added later.

Quote:
Originally Posted by Wyntonian View Post
Oh... This is neat!

I really like this class a lot! It's a good sort of complex, interesting, but not terribly gimped or overpowered. I'd like to play one!

Mind if I put it in my world's homebrew whitelist?
High praise. Go right ahead.

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where's the list of known transmutations per level ?
You begin play with one, and learn one at each level thereafter, so it's equal to your class level. It seems redundant to include an additional column just to repeat numbers.
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Old 06-02-2012, 02:07 AM   Top  -  End  -  #14
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Quote:
Originally Posted by Jarian View Post
I really don't know what this is a reference to, unfortunately. I pulled the class and the names out of my hat from scratch, not as an attempt to recreate something. Elaborate please?
The colors represent different aspects of alchemy, unfortunately the different colors of alchemy have been taken as site names so you can't really look it up, and i seem to be missing the original book.

Black Alchemy - Masters of inanimate matter, they are the more traditional example of alchemists, manipulating materials into something else and seeking purity of materials and the very essence of them.

White Alchemy - Masters of living mater, they seek purity of self and in others, healing the body and keeping it pure. They wish to achieve immortality through application of the process of creating the philosopher's stone to their body.

Yellow Alchemy - Masters of energy, they manipulate the natural energy of the world for whatever purpose they see fit. They manipulate the four basic elements and the fifth element of aether.

Red Alchemy - Jack-of-All-Trades among alchemists, they take parts from each of the other three and mix them in much the way other alchemists mix the elements.
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Old 06-02-2012, 09:49 AM   Top  -  End  -  #15
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

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Originally Posted by Jarian View Post
You begin play with one, and learn one at each level thereafter, so it's equal to your class level. It seems redundant to include an additional column just to repeat numbers.
I'd just mention that I was going to ask the same thing, but I caught it on my third reading of that section. It's kinda important, so if other people have the same issue, would it be possible to put it somewhere more obvious?
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Old 06-02-2012, 09:54 AM   Top  -  End  -  #16
Jarian
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

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I'd just mention that I was going to ask the same thing, but I caught it on my third reading of that section. It's kinda important, so if other people have the same issue, would it be possible to put it somewhere more obvious?
I moved it to the first paragraph of the Transmutations ability entry. Hopefully that's more visible now.
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Old 06-02-2012, 10:29 AM   Top  -  End  -  #17
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Grand transmutations added. Post went over length, so they've been moved to the second post. Still need to add more transmutations for each level, but at least there's enough for now that an Alchemist can make choices.

Next up is likely a 'cleric'-ish path for the Alchemist, and accompanying companion/transmutations.
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Old 06-02-2012, 11:25 AM   Top  -  End  -  #18
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Well, my worry about the BaB has been quelled. These all look like really interesting abilities.

The only thing I wonder is why Luminescent Blast leaves undead immune to its effects, even upon a failed save. Truthfully it doesn't seem powerful enough to warrant that limitation.

And looking at his item crafting ability, I'm wondering how high or low you want the margin of error to be. As of now it only takes a roll of about 8 to craft even 9th level spells, when most classes gain access to them, and that assumes no bonuses beyond ranks.
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Old 06-02-2012, 11:45 AM   Top  -  End  -  #19
Jarian
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The only thing I wonder is why Luminescent Blast leaves undead immune to its effects, even upon a failed save. Truthfully it doesn't seem powerful enough to warrant that limitation.
I dunno. An at-will AoE blind seems pretty powerful to me. The undead turning is just icing on the cake.

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And looking at his item crafting ability, I'm wondering how high or low you want the margin of error to be. As of now it only takes a roll of about 8 to craft even 9th level spells, when most classes gain access to them, and that assumes no bonuses beyond ranks.
Honestly, if you're willing to invest resources and feats into crafting items and boosting your UMD, it should be feasible to create them on a roll of a 1. Very little sucks worse than failing to make an item despite your best efforts.
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Old 06-02-2012, 01:38 PM   Top  -  End  -  #20
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Amusingly enough, I've actually played an Artificer/Alchemist Savant/Master Alchemist who used that exact same image. It's a good one.

Anyway, this is pretty cool; were I to return to that character, I'd be sorely tempted to use this. I am somewhat surprised at the Alchemist becoming a minion-master type, though golems certainly seem fitting. I like it overall.

Enhanced Alchemy seems way, way too expensive, though. The save DCs on alchemical items are often pitiful (DC 11 to 15 seem common), and they seem like they need a lot of boosting to be worthwhile, but then you're literally paying 900% of the thing's market price. I'd like to see the Alchemist get an ability to set the DCs of his alchemical items to the same DC as his Transmutations, and at little to no cost.

Also, I'm not sure that one-quarter is enough of a speed boost. Mundane crafting takes ages. The Alchemist Savant (Magic of Eberron) offers what is, effectively, a seven-fold speed boost (make the progress you'd otherwise make in a week in one day), and it was still very slow.

Beyond those, I'm not sure why Intuit Item has the restriction that it does; I realize that the Artificer doesn't get the ability for another seven levels, and that the Warlock, who got it two levels earlier, won't get Item Creation for another six, but it still seems a weird restriction that they cannot take-10 on UMD in the situation where it most makes sense to do so... I'd actually be in favor of the opposite: that the Alchemist can take-10 when crafting items, but not otherwise.

Oh, also, you have a name conflict with the Constructor. Don't really have any particular suggestions for a replacement, though.

Last edited by Answerer : 06-02-2012 at 01:39 PM.
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Old 06-02-2012, 02:03 PM   Top  -  End  -  #21
zegram 33
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

looks very nice.
i'd possibly suggest "philosophers stone" be moved to the first description as some of the abilities mentioned before it rely on it.

it has a really nice range of powers, ball lightning for a kinda "landmine" feel, wings at will and all.
I like how the constructor path seems to focus on tandem abilities whilst the elemental path seems to focus on your own powers, thats a nice touch.

one question i do have, for the "alchemical wings" major ability: flight for two consecutive rounds, does that mean your intended to fly straight up and then glide for two rounds, essentially? might want to specify your manouverability whilst flying with them too.
some very cool synergy with earthbind and spikequake too.

my only input for stuff to ad is this: there are a few spells that perfectly gel with this class that rnt there, which suprised me. i mean, they could be taken by the spell learning ability, but there are better options as these are mostly thematic. for the constructor: "trasmute rock to mud" and vice versa, and "move earth".
for the elemental weaver: "wall of fire" and maybe "feezing sphere"

if your not a fan of that, maybe fill the dead level with the "fabricate" spell since thats pretty alchemist-y.
in case im totally missing something important that does happen at that level, i mean 13 (wouldnt be the first time)

i was genuinley looking forward to see what you'd cooked up in the "grand, segment, which always bodes well, and you didnt dissapoint.

EDIT: upon rereading that, it sounded pretty critical, so i wanted to add in a little nb saying it really is a very cool looking class.

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Old 06-02-2012, 02:52 PM   Top  -  End  -  #22
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

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Originally Posted by Jarian View Post
Next up is likely a 'cleric'-ish path for the Alchemist, and accompanying companion/transmutations.
I'm curious to see what this will be like. You seem pretty talented! Do you plan for it to have a divine bent, or cover similar roles to a cleric without fluff considerations?

Also, I have a little question. Here:

Quote:
An Alchemist's transmutations are spell-like abilities with an activation time of a full-round action.
We see that Transmutations are full-round actions. Coolio. Invocations are a standard, I believe, but whatever. This is fine.

But here:
Quote:
Additionally, the philosopher's stone is a focus for all of the Alchemist's transmutations; without it, the casting time of his transmutations is increased to 1 round.
It would appear that if you don't have your Stone, your casting time goes up from one round to one round . I checked, and it doesn't appear that I'm missing anything right off, but that's very possible.
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Old 06-02-2012, 03:55 PM   Top  -  End  -  #23
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

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It would appear that if you don't have your Stone, your casting time goes up from one round to one round . I checked, and it doesn't appear that I'm missing anything right off, but that's very possible.
Casting times of "a Full-Round Action" and "1 Round" are very different.

With a Full-Round Action, you spend your Move and Standard Actions, and get the effect then.

With a 1 Round casting time, you spend your Move and Standard Actions, as well as the time in between turns casting. That means that you're still casting on other people's turns (better not get hit!), and the spell effect does not come into play until the beginning of your next turn.
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Old 06-02-2012, 04:03 PM   Top  -  End  -  #24
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Ahhh, that makes sense. Didn't pick up on that. Thanks!

Carry on, nothing to see here.
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Old 06-02-2012, 04:37 PM   Top  -  End  -  #25
Jarian
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Enhanced Alchemy seems way, way too expensive, though. The save DCs on alchemical items are often pitiful (DC 11 to 15 seem common), and they seem like they need a lot of boosting to be worthwhile, but then you're literally paying 900% of the thing's market price. I'd like to see the Alchemist get an ability to set the DCs of his alchemical items to the same DC as his Transmutations, and at little to no cost.
Well, at the level we're talking about, you can provide your entire party with 10d6 acid bombs for roughly 40 gp a pop, and 10d6 (+10d6) alchemist's fires for about 80 gp each. They're expensive in the sense that they're way more costly than usual alchemy items, but it's also meant to allow them to scale into higher levels, where you have something like 800,000 gp to work with.

You're right that the save DCs are pitiful, however. The damage and save DCs now scale at the same rate.

Quote:
Also, I'm not sure that one-quarter is enough of a speed boost. Mundane crafting takes ages. The Alchemist Savant (Magic of Eberron) offers what is, effectively, a seven-fold speed boost (make the progress you'd otherwise make in a week in one day), and it was still very slow.
I'd been considering changing it to something like the UA variant of crafting. That is, you can 'pull' an item out of your philosopher's stone without waiting, but it requires X days of recharge before you can make another, based on the cost of the item.

Quote:
Oh, also, you have a name conflict with the Constructor. Don't really have any particular suggestions for a replacement, though.
Meh.

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Originally Posted by zegram 33 View Post
looks very nice.
i'd possibly suggest "philosophers stone" be moved to the first description as some of the abilities mentioned before it rely on it.
Done.

Quote:
one question i do have, for the "alchemical wings" major ability: flight for two consecutive rounds, does that mean your intended to fly straight up and then glide for two rounds, essentially? might want to specify your manouverability whilst flying with them too.
Fly for two, glide for one or more, fly for two. It specifies average maneuverability already though, so that's taken care of.

Quote:
[various input]
EDIT: upon rereading that, it sounded pretty critical, so i wanted to add in a little nb saying it really is a very cool looking class.
No worries, I didn't take it as being overly critical. Thanks for the feedback.
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Old 06-02-2012, 06:37 PM   Top  -  End  -  #26
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The save DC on basically all alchemical items in the SRD is 15. Assuming the price is immaterial, the Alchemist can increase this by 1 every two levels.

Meanwhile, DC 15 is utterly trivial for a Wizard 1's first level spells (means an 18 Int). The save DC of his spells increases by 1 every two levels also, but he also gets to improve his Int, which means the save DC is actually increasing quite a bit faster than 1 every two levels: if we see an Int 18 going to Int 30 (a 6 DC jump) and spell levels going from 1 to 9 (an 8 DC jump) over twenty levels, the DC increases by 14 total: that's 40% more increase than the Alchemist sees, and at very little cost.

Sure, by those levels the cost may be minimal, but is it even worth making them if it's so obvious that anyone worth using it on is going to make the DC?
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Old 06-02-2012, 09:21 PM   Top  -  End  -  #27
Jarian
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Sure, by those levels the cost may be minimal, but is it even worth making them if it's so obvious that anyone worth using it on is going to make the DC?
Well, taking the bog-standard Alchemist's Fire as an example and going down the list of CR 19-20 monsters from various splats, we have...
  • Balors have a 75% chance to make the save
  • Concordant Killers have a 50% chance to make the save
  • Century Worms have a 35% chance to make the save
  • Chronotryns have a 55% chance to make the save
  • Crawling heads have a 15% chance to make the save
  • Deathshriekers have a 70% chance to make the save
  • Night Twists have a 40% chance to make the save
  • ...and the Tarrasque makes just about every save ever, but doesn't really count.

Granted, that's hardly a comprehensive list, but I think the answer is a yes, for the most part.
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Old 06-06-2012, 08:33 AM   Top  -  End  -  #28
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Welcome back to the land of the living, Jarian! =D Your homebrew, as ever, is excellent on a first glance. I'll probably have a more extensive review tonight, but just at first glance, I like the concept. =3

What's this inspired by? I mean, other than Warlock + Artificer + Alchemy
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Old 06-06-2012, 08:50 AM   Top  -  End  -  #29
Madara
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Default Re: The Alchemist (Warlock + Artificer + Alchemy = ?) [PEACH]

Wow, I really like it. And it happens to be just what I was looking for.

May I use this for my homebrew world?
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Old 06-06-2012, 09:09 AM   Top  -  End  -  #30
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The more I think about it, the more I'd really like to see a version of this that doesn't rely on a companion. What I'm thinking of as a resplacement is a sort of magitech power armor/mini-mecha thing, sort of like the suits in Final Fantasy VI. Possibly with some actual grafting. Do you have any interest in something along these lines? If not, would you object to my attempting to do so?
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