New Class Concept: The Chemist!


Homebrew


Hello! This is a concept I had for a 'caster' class that was meant to be strictly technological, yet I have little knowledge in turns of balancing an entire class, and so I thought why not turn to the well-spoken, measured and calm individuals of the internet!

Spoiler:

Chemist
Stamina Points: 6 + Constitution modifier

Hit Points: 6 HP

Key Ability Score
Your Intelligence determines your spellcasting ability, the saving throw DCs of your abilities, and the number of bonus spells you can cast per day, so Intelligence is your key ability score.

Class Skills
Skill Ranks per Level: 4 + Intelligence Modifier
The chemist's class skills are Acrobatics, Computers, Engineering, Medicine, Life Science, Perception, Profession, Sleight of Hand, Survival

Proficiencies
Light armor, Basic melee weapons and small arms.

3/4 BAB, Fort and Reflex Good saves, Will bad saves.

Class Features
The following are class features of the chemist.

Inventions: Instead of casting spells, you instead create various trinkets and objects that replicate spell-like effects. These inventions can range from a missile launcher that replicates magic missile, or a med-kit that acts as mystic cure. You create inventions drawn from the chemist invention list. To learn or create an inventions, you must have an Intelligence score equal to at least 10 + the inventions level. The Difficulty Class for a saving throw against your inventions are 10 + the spell’s level + your Intelligence modifier. Due to the unstable nature of your inventions, they can only be utilized a certain amount of times per day before they breakdown, and must be repaired. In addition, you receive bonus uses per day if you have an Intelligence modifier of +1 or higher, note that you only receive these bonus uses once you can create inventions of that complexity normally. Your selection of inventions are limited. You begin play knowing two mark-1 inventions of your choice. At each new chemist level, you learn one or more new inventions. Every time you gain a level, you can swap out one invention you already know and learn a single new invention of the same complexity in its place. In effect, you lose the old invention in exchange for the new one. You can create any chemist invention you know at any time, assuming you have not yet used up your allotment of uses per day for the inventions level.

Table 5-4: Inventions per day. As a technomancer

Table 5-5: Inventions Known. As a technomancer

Overclock (2nd Level): You may once per day, as a full round action cast a spell with a casting time of a standard action and cast that spell treating your level and key ability modifier as 2 higher for the purposes of Difficulty Class and other level-based variables on the spell.

Experiments (2nd Level): Need ideas for these...

Scientist (Ex) (3rd Level): Your general knowledge of technology and science provide you greater insight into machinery and the sciences. You gain a +1 insight bonus to Engineering and Life Science checks. This bonuses increases by 1 at 6th level and 3 levels thereafter.

Spell List
Mk 1- Comprehend Languages, Disguise Self, Holographic Image, Jolting Surge, Keen Senses, Life Bubble, Magic Missile, Mystic Cure, Reflecting Armor, Remove Condition Lesser

Mk 2 - Darkvision, Fog Cloud, Force Blast, Mystic Cure, Remove Condition, See Invisibility, Inject Nanobots, Invisibility, Knock, Spider Climb, Recharge, Holographic Image

Mk 3 - Arcing Surge, Discharge, Displacement, Explosive Blast, Haste, Healing Junkbot, Mystic Cure, Resistant Armor Lesser, Slow, Holographic Image, Nondetection

Mk 4 - Mystic Cure, Resistant Armor, Corrosive Haze, Greater Invisibility, Overload System, Resilient Sphere, Soothing Protocol, Wall of Fire

Mk 5 - Dominate Person, Feeblemind, Mystic Cure, Mystic Cure Mass, Remove Condition Greater, Control Machines, Heat Leech, Holographic Image, Holographic Terrain, Rapid Repair, Wall of Force, Telekinesis

Mk 6 - Mystic Cure, Mass Mystic Cure, Psychic Surgery, Regenerate, True Seeing, Battle Junkbot, Chain Surge, Discharge Greater, Disintegrate, Wall of Steel


Comparing to the Mystic and Technomancer, it should probably only have 1 good save. Probably Fort.

Also, instead of your description of "trickets and objects" it should really be "creates chemical compounds which replicate the effects of magic". Otherwise, it's not really a chemist, and more of a technologist.

Edit: Yep, as I read further your not describing a chemist whatsoever.

You're wanting a technomancer of a slightly different tune.

Honestly, I don't see what you're trying to do to make this substantially distinct from the technomancer, except for trying to add stuff from the mystic spell list into the technomancer list.

At first I thought you were going for a Alchemist (Pathfinder) vibe, but you're not doing anything with chemistry at all.

What exactly are you trying to do aside from change the flavor of how the Technomancer's spell casting works?

As a GM, I would simply say you're playing a technomancer and say that you instead use a technological focus to cast your "spells" which wouldn't be magic anymore but purely tech. So things like antimagic wouldn't affect you, but Rebuke Technology would.


Brad Whittingham 241 wrote:

Hello! This is a concept I had for a 'caster' class that was meant to be strictly technological, yet I have little knowledge in turns of balancing an entire class, and so I thought why not turn to the well-spoken, measured and calm individuals of the internet!

** spoiler omitted **...

p122

p224

This feels like the beginnings of a Technomancer variant, so I'd build it like that, rather than its own class. Something like this:

Chemomancer (Technomancer Variant):
Chemlore (replaces Techlore): Apply the Insight Bonus from Techlore to Life Science and Physical Science (it's a buff to let this work on 2 int skills, and Engineering doesn't fit chemistry as well as Physical Science does).
Alchemy (replaces Cache Capacitor): At 6th level, you’re able to
salvage enough materials to create spell ampoules without paying for them. Creating a spell ampoule takes 10 minutes. You can create any spell ampoule whose item level is less than or equal to your chemomancer level; you can have multiple ampoules in existence at once, provided the item levels of all of them sum up to no more than your chemomancer level. If you create more spell ampoules using this ability than you have the levels for, other spell ampoules you have (chosen by the GM) immediately expire such that you can now afford the new ampoule.
Chemhacks: Quick Scan now lets you broadly identify the chemical makeup of any object (e.g. you could use it on titanium cabling, and the GM would respond "titanium and nylon"), instead of telling you what knowledge a computer contains. Fabricate Tech now works on items with limited uses or charges, but is limited to items you could craft with Life Science or Physical Science. Robot Influence is now Ooze Influence, and works on Oozes, not Technological Constructs. Diviner's Tap is now applied to items you could craft with Life Science or Physical Science, and provides knowledge about how that item is being used.


@Claxon, @quindraco

Yeah, I'm inclined to agree that perhaps just an archetype would be better. I was aiming for something similar to that of an Alchemist, but I can see that it does just appear to be a retextured technomancer. Thanks!

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