My main concern would be that the XXXX could phase out and UMD or use own spells for healing making them potentially devastating against their material plane locked opponent. Having ammunition phase out with them would make for a few confused investigators.. As for the manifestation stat CON would fit if it was physically taxing, CHA / WIS if it was force of personality / willpower respectfully. Reminds me of the paladin's sword Just my 2GP's worth
Combat expertise opens up some nice flavoured feats and options; such as improved disarm. The feat master craftsman allows you to take other item creation feats and use the appropriate craft feat, so alchemy skill not spellcraft for brew potion. The old 3.5 had alchemical items that you add to weapons e.g. alchemist fire resevoir in your sword; flick a switch and 'flame blade'. Loads of nice 'non-optimised' options, chuck a thunderstone, close in with your alchemist weapon, disarm and subdue, or maybe interesting crossbow options? such as grapple shot (e.g tanglefoot bag)or double crossbow with net fixed between.
Need some common sense here, just using the encumberance rules should stop most characters from utilising it, not to mention the momentum dragging you around the map. However the enlarge spell would help to maintain game balance as you would get to use it for short periods and spend the rest of the day dragging it around. |