Alchemist Physican Archetype. Feedback please.


Homebrew and House Rules


1 person marked this as a favorite.

This is something I came up with back in June was looking for somefeed back since i didn't get much on the DB.

Physician alchemist.


Looks very nice! Maybe you could combine it with Ultimate Magic's Chirurgeon for an even better healer.


Very awesome. I've had it included in the list of archetypes available to my players since I happened across it on the database.

Dark Archive

Talonhawke wrote:

This is something I came up with back in June was looking for somefeed back since i didn't get much on the DB.

Physician alchemist.

Its a bit overpowered, first the alchemist makes the rogue obsolete with the vivisectionest, now you are trying to make them overtake the cleric? 1d6+int mod healing is a stronger heal then 1d8+1 at level 1.


Nimon wrote:
Its a bit overpowered, first the alchemist makes the rogue obsolete with the vivisectionest, now you are trying to make them overtake the cleric? 1d6+int mod healing is a stronger heal then 1d8+1 at level 1.

It could be reduced to 1/2 level in d6s, as per Lay On Hands. This might quiet such concerns, but I don't find it to be necessary.

I think it a fair trade for the alchemist: they lose the blasting (or stabbing, see vivisectionist) associated with the class, and gain a bit of healing potential.

Now, even with this archetype the alchemist's healing is going to be far more limited than the cleric's. The cleric is going to be able to quicken his channeling and healing spells. All of his cures will be empowered, and he can cast them from afar (given the right preperation). The same cannot be said of the alchemist, who will forever be playing catch-up.

I don't think the cleric will be replaced anytime soon. At least, not beyond 1st level.

Dark Archive

Detect Magic wrote:
Nimon wrote:
Its a bit overpowered, first the alchemist makes the rogue obsolete with the vivisectionest, now you are trying to make them overtake the cleric? 1d6+int mod healing is a stronger heal then 1d8+1 at level 1.

It could be reduced to 1/2 level in d6s, as per Lay On Hands. This might quiet such concerns, but I don't find it to be necessary.

I think it a fair trade for the alchemist: they lose the blasting (or stabbing, see vivisectionist) associated with the class, and gain a bit of healing potential.

Now, even with this archetype the alchemist's healing is going to be far more limited than the cleric's. The cleric is going to be able to quicken his channeling and healing spells. All of his cures will be empowered, and he can cast them from afar (given the right preperation). The same cannot be said of the alchemist, who will forever be playing catch-up.

I don't think the cleric will be replaced anytime soon. At least, not beyond 1st level.

If a cleric picks the healing domain his heals will be empowered. You are giving an alchemist this + the fact that they can creat potions of healing lets not forget. I did not even look into the rest of what he gave him since this was an obvious flaw in the start. And the preperation thing, sure anyone can be good if they prepair ahead of time and know whats coming and alchemist with potions/elixirs probably more then most.


Extracts require a standard action to imbibe. That's a lot of time wasted in combat, where as the cleric can just drop ranged heals and quickened channels (which don't eat into other characters' action economy). Add a rod of quickening to the mix and the cleric is putting out much more healing than any other class is capable of. Also, extracts aren't spells, and can't benefit from quicken (if I am not mistaken).

Really, I can't see how anyone could think that the alchemist can top a cleric in heals. It's definitely the cleric's thing.

Nimon wrote:
I did not even look into the rest...

At least you admit that much XD


Tim4488 wrote:
Looks very nice! Maybe you could combine it with Ultimate Magic's Chirurgeon for an even better healer.

That's not a bad idea!

I think the Chirurugeon can be done away with by adding the following to the Physician:

Disease Resistance (Ex):
At 2nd level, a physician gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. This ability replaces poison resistance.

Enhanced Curatives:
At 2nd level, whenever the physician prepares cure extracts, the maximum number of hit points healed is based on his alchemist level, not the limit based on the spell. This ability replaces poison use.

Anesthetic:
At 6th level, a physician learns how to supplement uses of the Heal skill with pain-killing drugs. He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a physician. This ability replaces swift poisoning.

Power Over Death:
At 10th level, a physician adds breath of life to his formula book as a 4th-level extract. This ability replaces poison immunity.

What do you think, Talonhawke?

Dark Archive

Detect Magic wrote:

Extracts require a standard action to imbibe. That's a lot of time wasted in combat, where as the cleric can just drop ranged heals and quickened channels (which don't eat into other characters' action economy). Add a rod of quickening to the mix and the cleric is putting out much more healing than any other class is capable of. Also, extracts aren't spells, and can't benefit from quicken (if I am not mistaken).

Really, I can't see how anyone could think that the alchemist can top a cleric in heals. It's definitely the cleric's thing.

Nimon wrote:
I did not even look into the rest...
At least you admit that much XD

Ha um, that preperation you linked takes a FULL ROUND to initiate, and only lasts 10/min a level. So thats a huge amount of time in combat. And thats for one target, not to mention a spell of his list used if they do not inter combat. Quicken Channle you have to be like level 7 to get, it takes 5 ranks of religion. And even if you take the healing domain, your heals are only empowered at level 6. So yes at level 7 a cleric can be cool, So can an alchemist, you are taking the argument all over the place and ignoring the issue of 1d6+int is greater then 1d8+1.


Nimon wrote:
1d6+int mod healing is a stronger heal then 1d8+1 at level 1.

An alchemist with bombs can deal 1d6+Int damage at 1st level, and also damage adjacent targets with splash. A wizard can deal 1d6 damage to one target.

There are many examples of this sort; 1st level is not a good measure for class balance.


I like adding the different things there Detect I'll definatly look into it.

As for compared to a cleric lets remember that the alchemist can only do his big 10d6+int to a single target who he is in melee range of.
The cleric gets 10d6 to twenty feet and can also use his offensively.

the only real difference comes to lack of rezzing which Detect Magics recommedation helps and the fact that he could pass out extracts which have to be prepared whereas the cleric can cast his when needed.


Nimon wrote:
Detect Magic wrote:

Extracts require a standard action to imbibe. That's a lot of time wasted in combat, where as the cleric can just drop ranged heals and quickened channels (which don't eat into other characters' action economy). Add a rod of quickening to the mix and the cleric is putting out much more healing than any other class is capable of. Also, extracts aren't spells, and can't benefit from quicken (if I am not mistaken).

Really, I can't see how anyone could think that the alchemist can top a cleric in heals. It's definitely the cleric's thing.

Nimon wrote:
I did not even look into the rest...
At least you admit that much XD
Ha um, that preperation you linked takes a FULL ROUND to initiate, and only lasts 10/min a level. So thats a huge amount of time in combat. And thats for one target, not to mention a spell of his list used if they do not inter combat. Quicken Channle you have to be like level 7 to get, it takes 5 ranks of religion. And even if you take the healing domain, your heals are only empowered at level 6. So yes at level 7 a cleric can be cool, So can an alchemist, you are taking the argument all over the place and ignoring the issue of 1d6+int is greater then 1d8+1.

Clerics also get Divine Favor, medium armor, and some other awesome abilities at 1st level. Besides, 1d6+mInt is just 2 points better on average, given an 18 int. Even at 1st level, you have at least 16 hit points before you're dead dead, so that +2 isn't super huge.

Dark Archive

Well I gave my feed back since it was asked for, I wont make that mistake again nor would I use this archetype.


Nimon wrote:
Well I gave my feed back since it was asked for, I wont make that mistake again nor would I use this archetype.

I am sure Talonhwake appreciates the feedback - but, please don't take things personally. Continue to contribute on the boards; your critique is always welcome. Still, it will be analyzed and often times challenged.


Rezzing this thread from the depths as I have an issue. If anyone happens to have saved a copy of the Archetype and wouldn't mind emailing it to me I would love it. Lost my 2 saved copies (damn dead computer and external hard drive) and the site is no longer running. So if anyone has it please send it along thank you.

Xarter@yahoo.com


1 person marked this as a favorite.

Well I managed to find it after all this time so I figured I figured I would post it here instead now.

The Physician:

The Physician is an archetype of the alchemist dedicated to healing instead of damage.
Class Features Modifications
Injection (Su): The alchemist gains the ability to heal himself and his allies with specially prepared injections. This ability heals 1d6 plus the alchemist Intelligence modifier damage and goes up 1d6 every odd level. The alchemist must touch his target for the healing to take effect. This healing does no damage to undead. The alchemist can use this ability a number of times per day equal to his class level + his Intelligence modifier. This ability replaces bombs however any feat or class ability that increase the number of bombs per day an alchemist has will increase his number of injections.
Discoveries
The following new discoveries are available to the alchemist.

Lesser Injected Booster: When the alchemist heals with his Injection he may choose to heal one of the following effects. Fatigued Shaken or Sickened. An alchemist may only use one booster per injection.

Injected Booster: When the alchemist heals with his Injection he may choose to heal one of the following effects: Dazed, Diseased, or Staggered. An alchemist may only use one booster per injection. An alchemist must be at least 6th level to take this discovery.

Improved Injected Booster: When the alchemist heals with his Injection he may choose to heal one of the following effects. Cursed Exhausted Frightened Nauseated Poisoned. An alchemist may only use one booster per injection. An Alchemist must be at least 10th level to take this discovery.

Greater Injected Booster: When the alchemist heals with his Injection he may choose to heal one of the following effects. Blinded, Deafened, Paralyzed, and Stunned. An alchemist may only use one booster per injection. An Alchemist must be at least 12th level to take this discovery.

Restorative Injection: When the alchemist heals with an injection he may choose to lessen the healing in order to heal ability score damage. For each 2 dice he removes from the injection he may heal one point of lost ability score.


A nice addition may be some kind of a way to provide temporary hit points or alchemical bonuses, as opposed to just fixing things after-the-fact fix.


Ciaran Barnes wrote:
A nice addition may be some kind of a way to provide temporary hit points or alchemical bonuses, as opposed to just fixing things after-the-fact fix.

I like that I'll play around some ideas.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Alchemist Physican Archetype. Feedback please. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules