Seeking Comments on an alchemist archetype
any and all comments welcome
Closer to the full metal alchemist take on alchemy then the renascence alchemy.
A little healing a little buffing mostly powers that involve interacting with the environment running a game soon and want to make a exclusive class as the running enemy force but want it available for play if the pcs want it..
|Thomas LeBlanc RPG Superstar 2012 Top 32|
1) You really need to work on your formatting. Bold, capitalization, italics, and attempt to make it match already provided Paizo formats.
2) You have changed the class too much and it is no longer an alchemist. You should have created this as a new class. More of a cleric/sorcerer hybrid.
Now to the abilities.
a. +1/2 to all crafting except alchemy, armor, traps, and weapons? Granted the rest of the Craft skills are not as important in terms of usage, but I think you are giving too much of a bonus for too many skills.
b. I don't think your version is an even trade for bombs. Lose more than gained.
c. Bunch of 0 lvl spells in exchange for a feat. ?
d. "do not drink or mix potions instead they manipulate the energy around them" so like a spell-like ability?
e. Why would you allow usage of necromancy, but then penalize?
f. How does a bonus combat feat fit into the flavour of this class?
g. Being able to cast a transmutation spell at 2, then 4 levels higher? Much too overpowered in exchange poison stuff.
h. Why does the swift crafting allow for all mundane items? Your above craft ability left out certain Craft skills, but they are allowed for this abilities.