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Goldfever Alchemist (Alchemist)


Round 2 - Top 32: Create an archetype

1 to 50 of 51 << first < prev | 1 | 2 | next > last >>
RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

Goldfever Alchemist (Alchemist)
Whether driven by greed or pride, many alchemists seek to unlock the secret of turning lead to gold. Even if the lofty goal is never achieved an alchemist that follows this path can unlock many secrets of metallurgy.

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor and medium armor, but not with shields.

Metallurgy (Su): At 1st level, a goldfever alchemist understands metals like few others, and is able to strengthen them or exploit their weaknesses. He receives a +2 competence bonus on Craft checks when working with metal. When sundering metal objects the goldfever alchemist adds half his alchemist level (minimum +1) to the damage rolls.

The goldfever alchemist can also create a solution to strengthen or weaken metal objects temporarily, specified upon creation. He can create a number of applications of the solution each day equal to his alchemist level + his Intelligence modifier. Solutions become inert after 24 hours. Applying a solution takes 1 minute per application, and each application coats up to five square feet of metal no more than one inch thick. Objects strengthened or weakened in this way have their hardness increased or decreased by a number of points equal to the alchemist’s level. This ability cannot lower an object’s hardness below zero. The effects of the solution will last for 10 minutes per alchemist level. The solutions act like extracts and bombs when not in possession of the alchemist. This ability replaces mutagen and persistent mutagen.

Craft Arms and Armor (Ex): At 3rd level, a goldfever alchemist gains Craft Arms and Armor as a bonus feat. This replaces brew potion.

Metallurgic Shift (Su): At 4th level, a goldfever alchemist can temporarily transmute the properties of metal weapons in his possession. As a standard action, an alchemist can apply specially prepared oil to a weapon that will allow it to be treated as silver for the purpose of overcoming damage reduction. The effects of the oil will last 1 minute per alchemist level. A goldfever alchemist can create one vial of the oil each day at 4th level, and an additional vial every four levels thereafter for a total of five at 20th level. The oil becomes inert after 24 hours. At 10th level, he can create oil that will allow a weapon to be treated as cold iron for the purposes of overcoming damage reduction. At 16th level, he can create oil that will allow a weapon to be treated as adamantine for the purposes of overcoming damage reduction and bypassing hardness. The oils act like extracts and bombs when not in possession of the alchemist.

Paizo Employee Developer

I like this one, Ryan. I think you've hit on the very definition of an archetype for an alchemist—the historical lead-to-gold alchemist of the real world. Further, you've done a good job of sticking to that theme and exploring different applications of the powers it entails.

In general, I think your new abilities are balanced against what they replace, though I'm not seeing something for metallurgic shift. It's certainly an ability I'd expect to see in an alchemist of this bent, but does it come without a price?

I'm also slightly concerned that you're front-loading the abilities on the class. While most of an alchemist's class abilities beyond the first few levels come in the form of additional discoveries and bomb damage, after 4th-level, a goldfever alchemist advances in the same way as a regular member of the class.

I think, thematically, this archetype could really have benefited from providing something that actually did generate gold (within a certain limit, of course) especially at higher levels when it seems reasonable for someone dedicated to the task to have unlocked the secret.

Remaining class abilities that seem like a poor fit are poison use and poison resistance, which could have been substituted for maybe one additional ability that scaled with level to keep the new, unique powers coming throughout a character's career.

All that said, I RECOMMEND this archetype advance to the next round, but you really need to tighten it up if the voters agree and send you on to round 3. This one's good, but you really have to bring your A game if you want to get into the top 8 or even final 4.

RPG Superstar 2009, Contributor

I like the concept. Just not as thrilled with the mechanics. It appears you were hitting the word count limitation pretty hard. That last ability needs to cite something that's replaced from the typical alchemist's abilities. Also, you've set most of these abilities at the lower alchemist levels (though some of them...particularly that last one...scale as the alchemist gains experience).

I don't know. I'm not bowled over by it. I kept looking for a transformative power that had more to do with the "goldfever" that's part of the archetype's name. I think the seed of the idea is the best part. Just not sure you delivered on it all the way. So, it'll be up to the voters to decide.

Right now, I'll say I'm on the fence with regards to this one.

CEO, Goblinworks

Total Points: 1.5 Points
Recommendation: Not recommended for advancement

Comments In Detail

Name & Theme (0 point)
The theme doesn't match the name. No part of the archetype is about gold, goldfever, or even the quest for transmutation.

Mechanics (0 point)
Right off the bat, my fear was that this would be an NPC class not a PC class. Spending a lifetime trying to find the "secret" to turn lead into gold (pst! It's the Miracle/Wish spell!) doesn't make for a very engaging archetype.

You avoided that by making your archetype's abilities something that an adventurer would find useful but by doing so you also ended up compromising your name & theme. After designing these mechanics, you should have gone back and renamed the archetype.

Mechanically they are sound basically using the existing Alchemist rules (good, safe choice).

Unfortunately what you ended up with is an ability to make adventuring easier, and a special purpose ability for dealing with Fey and the occasional undead or construct. Pretty boring considering what you're giving up by not just playing an Alchemist.

Awesomeness (0 point)
Unfortunately not awesome.

Template (1 point)
You followed the template well.

Context (.5 point)
What this class needs to be is an NPC class, and the "solution" it prepares needs to have a lifecycle so that a PC adventuring group can run up against something they need help with, go get it, and then come back and overcome the challenge. In actual play, this archetype will never get any meaningful use - it's a harmless, but non-commercial submission and that's not where you want to go with RPG Superstar.

Contributor

I love alchemists, the name of this makes me think of the California gold rushes, and I am looking forward so seeing what this does.

Weapon and Armor Proficiency: Added medium armor, makes sense.

Metallurgy (Su): Bonus on metalcrafting and sunder makes sense, although most alchemists wouldn't actually be crafting metal....

Strengthening/weakening metal... I dunno, it's not very exciting. It takes a minute to apply, so you wouldn't use it in combat on an enemy, and adding to the hardness of your own/your ally's metal doesn't really give you much of a benefit. If trying to weaken a metal object like a door, you could just spend that minute beating on the door or breaking it down instead of applying this solution.

And for this ability, you're giving up mutagen and persistent mutagen, two very useful alchemist abilities. I would have though that this archetype would alter your mutagen to give better armor but a worse ability score boost, or something like that.

Craft Arms and Armor: Sure, I can see this, though alchemists don't have a spell list, therefore this guy is going to be stuck making items that only have enhancement bonuses, or having to deal with that +5 crafting modifier.

Metallurgic Shift: This is like silversheen, except it only lasts a few minutes instead of an hour, and it doesn't override the material of the weapon. And eventually you can do the same for cold iron and adamantine. Eh, that's not too exciting.

This sets itself up to be about gold, but it's just about metallurgy. Calling this the "metallurgist" would have been a better choice. And it's not really *exciting* metallurgy. I'd want to see this guy melting people's armor off, bending weapons, and turning into a lead, iron, or gold colossus. The alchemist class is about explosions and dramatic transformations, but this archetype is just... slowly softening, hardening, crafting, or transmuting metals. For an archetype with "fever" in its name, it's not very "hot."

RECOMMENDATION: I do NOT recommend this archetype design for advancement in the competition.


This archetype got my vote and I'm not completely sure why yet. The mechanics are sound, the abilities make sense but over all are kind of lackluster for general usefulness. Bombs shouldn't have been listed as a proficiency. However I like it. It has a theme and sticks to it well. The abilities come in early enough to see play for most of a campaign and do have places they could be very useful. I like the presentation and the direction in which the archetype went -- it isn't common but is well done, which is what I'm looking for in this round.

The Exchange

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

This is fun and would have shined in The Halls of the Mountain King.

You got my vote.


The mechanics may be needing some adjustment, but I love the theme and feel of this archetype. That an alchemist tried and failed repeatedly to transmute lead to gold and then continued trying other metals is an interesting concept. Giving him an increased ability to affect metals in general I really like. I also like the other ability to craft oils that may be applied to weapons to temporarily alter the damage resistance capabilities of said weapon. Now, I agree that this makes a better NPC than a PC, but then my bias is showing through here as I think that all Alchemists per the APG are better suited to NPC status.


I like the IDEA...but the actual mechanics don't back it up. I like the though that some crazy alchemist can modify metals for whatever purpose he/she may have. But there needs to be MORE.

I think the bonus to metal weapons is good, but what else can the archetype do? Maybe make the weapon keen or something?

Lastly, the name implies something to do with gold. I think one of the abilities should be gold related in some way.

Overall, I like the concept, but I would not be inclined to play the archetype as it is currently written.


Cant artificers already do this? At level 20 they create philosophers stones which, if i remember already do that.

RPG Superstar 2011 Top 8 aka The Leaping Gnome

Sean K. Reynolds wrote:
This sets itself up to be about gold, but it's just about metallurgy. Calling this the "metallurgist" would have been a better choice. And it's not really *exciting* metallurgy. I'd want to see this guy melting people's armor off, bending weapons, and turning into a lead, iron, or gold colossus. The alchemist class is about explosions and dramatic transformations, but this archetype is just... slowly softening, hardening, crafting, or transmuting metals. For an archetype with "fever" in its name, it's not very "hot."

I agree with everything Sean said here.

And yet I still really want to vote for this guy. I love the metal focus concept but that name has got to go and the abilities have got to be beefed up.

Abraham spalding wrote:
Bombs shouldn't have been listed as a proficiency.

Bombs are listed as a proficiency in the APG.

Scarab Sages RPG Superstar 2009 Top 4 , Star Voter 2013 aka raidou

Ryan, I was a fan of your Grim Howler last round, and it was well-received by the community. This round my greedy dwarven eyes are wide with anticipation to see what you've got for me. I'm intrigued by the core concept here of a metallurgical alchemist. Lead into gold, baby! Let's see how rich I can be if I take your class.

goldfever alchemist wrote:
Metallurgy (Su): At 1st level, a goldfever alchemist understands metals like few others, and is able to strengthen them or exploit their weaknesses. He receives a +2 competence bonus on Craft checks when working with metal. When sundering metal objects the goldfever alchemist adds half his alchemist level (minimum +1) to the damage rolls. The goldfever alchemist can also create a solution to strengthen or weaken metal objects... their hardness increased or decreased by a number of points equal to the alchemist’s level. This ability replaces mutagen and persistent mutagen.

Good starting ability, and one a metallurgy specialist ought to have. The ability to sunder things better is an interesting one; while thematically appropriate, it doesn't synergize with anything an alchemist is going to be good at. An alchemist isn't going to be taking power attack/improved sunder, and there aren't a lot of ways to sunder at range. So it seems really unlikely that this ability will see a lot of use. That means you're trading a combat ability (mutagen) for something that's not going to have regular combat use.

My second issue with this is that the alchemist is already really good at dealing with metal's hardness. Alchemists can create acid at a pretty regular rate, and acid can eat through metal - ignoring its hardness. Your ability here is really good if the alchemist has a barbarian friend with a big mallet, but on its own the net benefit of this ability seems a little unimpressive.

goldfever alchemist wrote:
Craft Arms and Armor (Ex): At 3rd level, a goldfever alchemist gains Craft Arms and Armor as a bonus feat. This replaces brew potion.

This is a good exchange and synergizes well with the addition of medium armor.

goldfever alchemist wrote:
Metallurgic Shift (Su): At 4th level, a goldfever alchemist can temporarily transmute the properties of metal weapons in his possession. As a standard action, an alchemist can apply specially prepared oil to a weapon that will allow it to be treated as silver for the purpose of overcoming damage reduction. The effects of the oil will last 1 minute per alchemist level. A goldfever alchemist can create one vial of the oil each day at 4th level, and an additional vial every four levels thereafter for a total of five at 20th level. The oil becomes inert after 24 hours. At 10th level, he can create oil that will allow a weapon to be treated as cold iron for the purposes of overcoming damage reduction. At 16th level, he can create oil that will allow a weapon to be treated as adamantine for the purposes of overcoming damage reduction and bypassing hardness. The oils act like extracts and bombs when not in possession of the alchemist.

Perhaps this ability makes up for the lack of regular utility of the first ability. I notice that you don't exchange anything here, it's just a bonus ability. That's probably fine, balance-wise. You do give up mutagens, after all. I would suggest allowing the goldfever alchemist to transmute armor as well. temporarily granting the mithral or adamantine properties to armor is not something that's currently supported and would be something this guy should be able to do.

Ryan, this archetype doesn't completely bowl me over, but the bottom line is, I'd play it. I can see this having a place and being put to good use in my game. I also applaud your decision to try an alchemist archetype, something that doesn't already exist and thus not something you can compare to existing work. I'd call this an above-average attempt and something that might capture my vote in the end.

RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter 2013

Well, the Alchemist isn't my favourite class, so this one already had a bit of bias, and I'm afraid it doesn't overcome that.

I'm not going to repeat the comments of others, all my points have already been made.

Thank you for your work, Ryan. And good luck!

Star Voter 2013

This archetype is interesting. A good way to make an alchemist archetype, sure. Not very exciting, though. I think sean said it best:

Sean K Reynolds wrote:
I'd want to see this guy melting people's armor off, bending weapons, and turning into a lead, iron, or gold colossus. The alchemist class is about explosions and dramatic transformations, but this archetype is just... slowly softening, hardening, crafting, or transmuting metals. For an archetype with "fever" in its name, it's not very "hot."

There's so much you can do with a metallurgist alchemist - this guy doesn't do it, but good job on the archetype thing overall.


RonarsCorruption wrote:

This archetype is interesting. A good way to make an alchemist archetype, sure. Not very exciting, though. I think sean said it best:

Sean K Reynolds wrote:
I'd want to see this guy melting people's armor off, bending weapons, and turning into a lead, iron, or gold colossus. The alchemist class is about explosions and dramatic transformations, but this archetype is just... slowly softening, hardening, crafting, or transmuting metals. For an archetype with "fever" in its name, it's not very "hot."
There's so much you can do with a metallurgist alchemist - this guy doesn't do it, but good job on the archetype thing overall.

Add if the archetype did do that kind of "melting" we'd be seeing loud yelling at "breaking" the PCs toys or the damage this could do to martial big-bads. Item alteration/distruction is a difficult line. Too little is just fluff, too much if you pardon the expression is "broken".

RPG Superstar 2011 Top 16 , Star Voter 2013

I really like this concept. I gotta say, I never made the obvious connection between the alchemist class and gold-making until I saw your submission title. Kinda stupid of me.

I think you have a really cool concept here, but I agree with many of the concerns about your mechanical holes. Reducing the hardness of metals with an applied substance is cool, but at high level this needlessly telescopes. At 20th level, assuming an INT of 18 I can make 24 of these babies, they reduce hardness by 20 and their effect lasts for two hours and forty minutes. This is needless, not broken, but needless. I can keep a 10x10 wall soft for almost all day.

This may be a matter of personal opinion, but I think cold iron should come after adamantine. It's a DR condition for more types of monsters and cold iron weapons cost much more to enchant, so fewer PCs end up using them, especially when sunder+adamantine is so juicy.

I also think you should have focused more one gold, perhaps breaking down gold to power other things, and thereby learning to reverse engineer it for a gold-making ability at high level.

In all an awesome idea, and a winner on potential alone, but the mechanics are lacking and I hope to see you're A game in round 3

RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

Thanks for all the comments.

The Exchange RPG Superstar 2010 Top 16, Contributor

Going through these slowly so this is my first real look.

I'm a big fan of the alchemist so this perked my interest. I like the tie in between metallurgy and the historical quest to turn lead into gold but the price you pay to get these abilities is out of proportion with the benefits.

The mutagen is one of the most fun iconic abilities of the class and you have replaced it with a set of abilities which are largely non-combat oriented and nowhere near as appealing.

As a player I just couldn't see using this archetype.


So after taking a brief over view of the other entrees and their comments I would put you in the top 10 at least which in my books leaves you with a pretty good chance at moving up. Of course I could be wrong but you got my vote. Good Luck

Grand Lodge Dedicated Voter 2013, Star Voter 2014

Name and concept: Interesting connection as a way to use a classic image of the alchemist for wider game relevance.
Archetype mechanics, expression of the concept: Weapon and Armour Proficiency, Craft Arms and Armour: Very nice. I was really hoping to see this sort of subtlety come out more often in this round.
Just the last sentence could have been written more directly and elegantly - as far as I can see, it simply means the metallurgic oils become inert when they leave the alchemist's possession.
Wider relationships: Paizo's take on the alchemist is quite new to fantasy gaming in general, or at least what I've seen of it. I might expect more specialised kinds of alchemist to emerge.
I thought the Grim Howler was a fairly safe concept, but this shows much more boldness.

A very likely vote from me.


I like the theme of a metallurgist and I think this is a good implementation.

Though, I do wonder why it's called goldfever alchemist and not metallurgist alchemist.

RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

I will be happy to answer all questions once voting is closed. So post them away.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

This is one of my favorite names of the archetypes this year.

Alas, it also disappoints when the actual archetype has nothing to do with gold. Maybe you ran out of words. More likely, you got distracted from your theme and developed a disconnected. You should've either gone back and renamed it, or ditched one of the abilities you came up with and made something that actually had to do with gold.

Heck, you could have done it easily enough by flavor-texting the metal-weakening effect as a temporary transmutation into flawed but pure gold, which is quite soft and almost crumbly if struck, which easily could have given you your rationale (if you wanted one) for why the metal was weakened! That would have been a lovely marriage of flavor and effect (perhaps stipulating that the gold turned back to normal after a minute and/or could not be used as a magical component, etc.). Then again, the fact that the solution takes a minute to apply is problematic and means it would only ever get used in out-of-combat situations where you could just smash stuff normally. Just make it a "gold bomb" or splash weapon of some sort and you're golden (pun intended).

Great idea, metallurgist alchemist, and especially gold transmuter, and the abilities themselves are okay, but not so good on the execution of the thematic connection. It's a mixed bag; we'll see what the voters decide.

Congrats on getting to round 2, and best of luck!

Shadow Lodge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

So it seems like you were just getting warmed up when you hit the word count. It feels like a sample of a longer piece, which come to think of it isn't the worst way to deal with writing in the context of a contest like this, even if it does go against the spirit of the word limit rule. What is there does sound like a good start. The writing blends well with the tone of the published works. I nearly weep, however, for the missed--dare I say, golden--opportunity to give this archetype Gold Fever. Perhaps that could be the highest level ability, cash in Constitution points for gold (which is certainly limiting.) All those toxic chemicals required to transmute lead into gold must be taxing on the body, I would think.

The Exchange RPG Superstar 2008 Top 6, Contributor , Dedicated Voter 2013

I waited for the justification for the name, didn't get there. Went back and read the description, and it does live up to that. But I can't get past wanting to see what he does with gold, gold, gold! It's kind of cool thematically that the archetype doesn't get what it wants until 20th level, but I wanted to see you play with temporary gold conversions and the like.

I'll have to pass on this, the next-to-last of the 32. So the lucky folks on my "maybe" list get a shot, since I still have two votes to play with.

Dedicated Voter 2013, Dedicated Voter 2014

Pathfinder Adventure Path Charter Subscriber; Pathfinder Tales Subscriber

I must say that I very much liked to see someone tackeling the alchemist class.

But here you have an alchemist that can

- very slowly change the hardness of metal objects
- sunder quite good
- can slightly enhance his metallic weapons

but

- gives up Mutagen

for it?! So you pretty much ramp up the alchemists melee ability and then take away the one thing he really needs to enter melee in the first place?


Ryan Marsh wrote:

Goldfever Alchemist (Alchemist)

Disclaimer: My ranking scheme for this round consists of given marks form 0 to 4 in the following three categories:

1.Is the Archetype conceptually interesting?
2.Are the mechanics of the Archetype interesting?
3.Are the mechanics of the Archetype balanced and well executed?
But rather than simply adding up the marks for a final score I'm gonna interpret them as a point in 3-dimensional space and the final mark of your submission will be the length of the vector between the origin and this point.
Note that my ranking doesn't need to directly correspond with my votes, as other factors like: Strength of your item submission, mood, my horrorscope and other random stuff still factor in. Also note that this scheme is highly subjective and only mirrors my perception and opinion about your archetype submission.

Conceptual Mojo (CM): 3, whats alchemy about if not the transmutation of lead to gold? This is a great idea for an archetype, but something like that feels more like an NPC concept. I can't think of many interesting abilities for such an archetype.

Mechanical Mojo (MM): 3, Interesting, innovative stuff, but sadly a flavor that is disconnected from your initial archetype idea. A metallurgist alchemist is cool too, though.

Mechanical Execution (ME): 3, a few, simple and elegant changes. But metallurgic shift and the armor proficiency seem to be freebies, maybe a bit balanced by the removal of mutagens.

Final note: You had one good concept and realized another good concept. This could be a favorite if Name and description and flair of abilities would be a better fit.

Total Score: 5.196

Star Voter 2013, Dedicated Voter 2014

Nice Ryan, the name was a good start and the first ability, is exactly like I would expect. I was not impressed with the third ability, and I would miss mutagens too much. You have inspired me though as I want to create a mutagen that lets a touch change metal's attributes. Maybe turning steel to crystal, rust attack, lead to gold... good luck,


Ryan Marsh wrote:

Goldfever Alchemist (Alchemist)

Whether driven by greed or pride, many alchemists seek to unlock the secret of turning lead to gold. Even if the lofty goal is never achieved an alchemist that follows this path can unlock many secrets of metallurgy.

Disclaimer:

You should know the drill by now, but in case you missed it the first time round, Ask A RPGSupersuccubus is posting from the point of view of a CE aligned succubus:
Spoiler:
Fairness is an adjective applicable to hair coloration, balance is what a couple of mortals rapidly losing it on opposite ends of a plank pivoted on a rocky spire a couple of hundred feet above a slowly rising pool of molten basalt try to do, and logic is one of those things which you could swear is there when you rattle the piggybank but if anyone other than a demon opens it the contents turn out to be a couple of dead moths and a three week old shopping list.
;)

Would you want this person sitting next to you as a guest at a formal evening dress dinner party?
Does He Have A Sense of Humour? When an alchemist turns up at a dinner party, is he going to spend all his time staring morosely around with an hangdog expression on his face wishing he were somewhere else, or is he going to start digging vials out and demonstrating how to turn wine into pure water, carrying out experiments on silver plating with his cheese knife, and requesting a second bowl of soup so that he can then set fire to it? Whilst the latter type of goldfever alchemist is more hazardous to any items you may have on your possession (and to your apparel) he is at least a good deal more interesting company than the former.

How effective a flower-picker does this person seem likely to be?
Goldfever alchemists are not generally good with botany. Not unless it's a flower which produces juice vital to their processes.

Could you hire one person like this to do a better job than one other trained mercenary and/or to do the jobs of two (or more) other trained mercenaries?
If you need someone who specialises in metallurgy (and there aren't too many such people around) then this fellow is probably worth his weight in gold. Even if he hasn't quite yet mastered the art of turning lead into it.

Other comments?
Personally I consider that 'goldfever alchemist' is something of a misnomer with regard to these particular alchemical practitioners. Their training and abilities convey little impression of being more specifically gold-orientated than those of a regular alchemist, and I would wager that the brotherhood of 'goldfever alchemists' refer to themselves as something much more lofty - something like 'initiates of the peacock flame' or 'masters of metallurgical metamorphosis'.

Desirability:
Hireable.

Further Disclaimer:
Ask A RPGSupersuccubus (with half an eye on Lord Orcus) would like to clarify that mortal voters should probably rely on more than just her own (impeccable) assessments in making up their minds on how to vote. Thank You.

RPG Superstar 2013 Top 8 , Marathon Voter 2013, Star Voter 2014 aka Demiurge 1138

I agree with the previous statements by judges and civilians alike being somewhat disappointed that this alchemist doesn't have more to do with gold. I was expecting them to be able to transmute opponent's weapons and armor into softer, less useful forms temporarily. My expectations weren't met, but the resulting class seems to be reasonable. Not terribly exciting, but the mechanics are solid. Giving up the mutagen is powerful enough that getting new abilities wholesale isn't a big deal.

But that lack of excitement factor gets me. The archetype is competent and balanced, but it's kind of dull. Is competence and balance enough to win you a vote? Perhaps. I need to sift through my "maybes".

RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

Thanks for all the comments. Only three more days of voting. The wait awful.

Contributor, RPG Superstar 2010 , Dedicated Voter 2013, Dedicated Voter 2014

I was hoping that someone would do an alchemist archetype. To me alchemists have a lot of diverging abilities, ranged attack bombs, strength mutagens for melee attacks, and poison abilities that could be either. Focusing the class is a great idea. I’ll have to say I agree with the other posters, I like the abilities you have used, but I want more. I would really like a rusting grasp kind of effect, that seems like a classic metallurgist ability. The enhancing armor ability and breaking down gold for power ability, that others have mentioned sound good as well.

16th level is too late for adamantine, yes I know monks get it then but they get it ALL the time, your archetype gets it X times per day for Y minutes and has to apply it. An adamantine weapon only costs 3,000 gp.

Grammar: you use the word ‘will’ which isn’t needed.

I like the concept for this archetype, it is an archetype I would like to see in a source book. Your abilities, while balanced pretty well, don’t quite hit that zing for me. I do hope you get through to the next round because I would like to see what else you can come up with. Good luck.

Scarab Sages RPG Superstar 2013 , Dedicated Voter 2013, Dedicated Voter 2014 aka Steven T. Helt

It took stones to create an archetype for alchemist, but I don't like your execution.

First, it's a gold-fever alchemist that doesn't use the word gold in a single class ability. Perhaps a better name would have been metallurgist. Even then, there's not really anything new going on for the metallurgist.

Second, there's no way a player is going to choose this class over an alchemist with boss abilitiy scores and the mutagen abilities. A class that no one will ever take is clearly not Superstar. Now it feels more like an NPC. But even then, where's his ability to transform lead in to gold? How about some kind of affinity with golems? Golems and the alchemist need more connection in the game, and this was a stellar opportunity.

An unplayable class with uninspired abilities and an unconnected name does not a third round make.

RPG Superstar 2010 Top 32 , Star Voter 2013

The name sets us up for something that the archetype doesn't come close to delivering. A shame, that.

Metallurgy seems like far, far too little to swap both mutagen and persistent mutagen for. I guess that's meant to be balanced by getting Metallurgic Shift for "free". I don't think it is, though.

This is another archetype that has an excellent concept, but a lacking execution.


This one has my vote, it needs work but not much more than anyone else does. I would definately like to see what he does int the next round.

RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

Realmwalker wrote:
This one has my vote, it needs work but not much more than anyone else does. I would definately like to see what he does int the next round.

Thanks for your vote of confidence. ^^; Sorry couldn't help that one.


Ryan Marsh wrote:
Goldfever Alchemist (Alchemist)

This one had a lot of potential, but didn't quite live up to its promises. I think Metallurgist would have been a better idea and expounding on that idea would have been best.

If he could have eventually turned lead into gold as a standard ability of the archetype, then I think it could have had potential. That would be powerful, especially in campaigns where gold truly runs the game balance. However, it could have been well thought out with the current systems.

Not one of my favorites, though I applaud your attempt at an Alchemist.

Ken

RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

Kenneth.T.Cole wrote:
Ryan Marsh wrote:
Goldfever Alchemist (Alchemist)

This one had a lot of potential, but didn't quite live up to its promises. I think Metallurgist would have been a better idea and expounding on that idea would have been best.

If he could have eventually turned lead into gold as a standard ability of the archetype, then I think it could have had potential. That would be powerful, especially in campaigns where gold truly runs the game balance. However, it could have been well thought out with the current systems.

Not one of my favorites, though I applaud your attempt at an Alchemist.

Ken

Grand Discovery: Philsopher's Stone. here

Don't need to make an ability when one already exists.


<shakes thread>
<waits for post from Friday to show up>


Ask A RPGSupersuccubus wrote:


Would you want this person sitting next to you as a guest at a formal evening dress dinner party?
Does He Have A Sense of Humour? When an alchemist turns up at a dinner party, is he going to spend all his time staring morosely around with an hangdog expression on his face wishing he were somewhere else, or is he going to start digging vials out and demonstrating how to turn wine into pure water, carrying out experiments on silver plating with his cheese knife, and requesting a second bowl of soup so that he can then set fire to it? Whilst the latter type of goldfever alchemist is more hazardous to any items you may have on your possession (and to your apparel) he is at least a good deal more interesting company than the former.

How effective a flower-picker does this person seem likely to be?
Goldfever alchemists are not generally good with botany. Not unless it's a flower which produces juice vital to their processes.

Could you hire one person like this to do a better job than one other trained mercenary and/or to do the jobs of two (or more) other trained mercenaries?
If you need someone who specialises in metallurgy (and there aren't too many such people around) then this fellow is probably worth his weight in gold. Even if he hasn't quite yet mastered the art of turning lead into it.

Other comments?
Personally I consider that 'goldfever alchemist' is something of a misnomer with regard to these particular alchemical practitioners. Their training and abilities convey little impression of being more specifically gold-orientated than those of a regular alchemist, and I would wager that the brotherhood of 'goldfever alchemists' refer to themselves as something much more lofty - something like 'initiates of the peacock flame' or 'masters of metallurgical metamorphosis'.

Desirability:
Hireable.

YOu mean this one?


Azmahel wrote:
Ask A RPGSupersuccubus wrote:


Would you want this person sitting next to you as a guest at a formal evening dress dinner party?
Does He Have A Sense of Humour? When an alchemist turns up at a dinner party, is he going to spend all his time staring morosely around with an hangdog expression on his face wishing he were somewhere else, or is he going to start digging vials out and demonstrating how to turn wine into pure water, carrying out experiments on silver plating with his cheese knife, and requesting a second bowl of soup so that he can then set fire to it? Whilst the latter type of goldfever alchemist is more hazardous to any items you may have on your possession (and to your apparel) he is at least a good deal more interesting company than the former.

How effective a flower-picker does this person seem likely to be?
Goldfever alchemists are not generally good with botany. Not unless it's a flower which produces juice vital to their processes.

Could you hire one person like this to do a better job than one other trained mercenary and/or to do the jobs of two (or more) other trained mercenaries?
If you need someone who specialises in metallurgy (and there aren't too many such people around) then this fellow is probably worth his weight in gold. Even if he hasn't quite yet mastered the art of turning lead into it.

Other comments?
Personally I consider that 'goldfever alchemist' is something of a misnomer with regard to these particular alchemical practitioners. Their training and abilities convey little impression of being more specifically gold-orientated than those of a regular alchemist, and I would wager that the brotherhood of 'goldfever alchemists' refer to themselves as something much more lofty - something like 'initiates of the peacock flame' or 'masters of metallurgical metamorphosis'.

Desirability:
Hireable.

YOu mean this one?

Yes. Still not visible in the UK (benighted land that it is) more than three days later...


Ask A RPGSupersuccubus wrote:
Azmahel wrote:
Ask A RPGSupersuccubus wrote:


YOu mean this one?

Yes. Still not visible in the UK (benighted land that it is)...

Not visible here too, just worked some board magics.

RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

Yeah i couldn't see it either. But cool thank you. Love your replies.


Thanks PMG and Ross. I see my Friday post has now fully transitioned into the prime material plane of this thread... ;)


Congratulations love!!!! <3

RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

Eladrin wrote:
Congratulations love!!!! <3

Thanks. ^^

RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

Time to edit my archetype.


darn right its time. Thats why i was looking in this thread in the first place

RPG Superstar 2011 Top 16 , Star Voter 2013 aka Anry

Alright, well that wasn't as big of a distraction as I was hoping for.

Anyways, based on the critism and feedback I gained in the comments I have editted my archetype. Hope you enjoy.

Goldfever Alchemist (revised):
Metallurgist (Alchemist)
Whether driven by greed or pride, many alchemists seek to unlock the secret of turning lead to gold. Even if the lofty goal is never achieved an alchemist that follows this path can unlock many secrets of metallurgy.

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor and medium armor, but not with shields.

Metallurgy (Su): At 1st level, a metallurgist understands metals like few others, and is able to strengthen them or exploit their weaknesses. He receives a +2 competence bonus on Craft checks when working with metal. When sundering metal objects the metallurgist adds half his alchemist level (minimum +1) to the damage rolls.

The metallurgist can also create a solution to strengthen or weaken metal objects temporarily, specified upon creation. He can create a number of applications of the solution each day equal to 3 + his Intelligence modifier. Solutions become inert after 24 hours. As a full round action, these solutions can be applied to metal objects, each application affects up to five square feet of metal no more than one inch thick. Objects strengthened or weakened in this way have their hardness increased or decreased by a number of points equal to the alchemist’s level. This ability cannot lower an object’s hardness below zero. The effects of the solution will last for 10 minutes per alchemist level. The solutions act like extracts and bombs when not in possession of the alchemist. This ability replaces poison use and poison resistance.

Metal Man (Su): At 1st level, a metallurgist can temporarily turn himself iron juggernaut. This ability functions like mutagen except it grants a +4 natural armor bonus and a +2 alchemical bonus to the selected ability score. At 14th level, it also grants him damage reduction 10/adamantine. This ability replaces mutagen and persistent mutagen.

Craft Arms and Armor (Ex): At 3rd level, a metallurgist gains Craft Arms and Armor as a bonus feat. This replaces brew potion.

Lead Screen (Su): At 8th level, a metallurgist has successfully infused his body with the qualities of lead. This functions as a nondetection spell cast on himself and all of his gear using his alchemist level as the caster level. At 12th level, this effect extends further beyond the metallurgist, affecting a 5 ft. radius centered on the alchemist. Every four levels thereafter, the radius extends by 5 ft. to a maximum of 15 ft. at 20th level. This ability replaces swift poisoning and poison immunity.

Surprisingly this version doesn't ride the word count as hard.

RPG Superstar 2010 Top 32 aka Hydro

I like it! "Metal man" is weird but cool, and it's fun to think about why/how my character would have this power. I do however miss the ability to change weapon materials a bit; it seems like he should in some way interact with silver/cold iron/adamantine, because that's where the idea of "metal" is most relevant to most adventurers (aside for their theme song, I mean). I love Lead Screen.

What if 'metal man' let you turn yourself into different metals, instead of (or along with) boosting different ability cores? I suppose that could get complicated fast, though.

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