Llyr the Scoundrel |
So, when it comes to looking at characters builds, I have a rule of thumb. If I can't apply a feature in the adventure, it's a waste. Like trying to run a character reliant on their precision damage in encounters where there is a magical darkness situation so the concealment chance nixes your class feature, it's not that the ability is a bad idea... it's just made in such a way that the mechanics are broken against you.
The reason I bring this up is because my group decided to take a small break from our current campaign to run a little one-shot adventure of 9th level characters. Some major hitters with a bit of swagger to them. I see this is a good chance to try out the Alchemist for the first time. I'm a sucker for the Victorian-esque steampunk influence, and I decide rather than clunk it up with an archetype to just run a straight Alchemist. Try to take the best advantages of the little tricks and abilities it has. However, after two encounters that were deliberately crafted by our game master to see how the group dynamic worked out by more or less throwing a variety of challenges at us, we quickly saw a problem in how the Alchemist functioned. So, we looked over the build together, tried to tweak it to run smoother. And, breaking it down, these were the problems we saw.
○ While a mutagen might give a little boost to a single ability score and add 2 points to their armor class, the fact that they're limited to light armor, simple weapons, have the middle attack value, and d8 hit points makes them unfit to do more than plug up a hole in a melee conflict.
○ While they have extracts that are prime to "buff" themselves for conflict on top of their mutagens, that's more or less saying they need to use two standard actions simply to engage an enemy. This is tantamount to having to bundle on your snowgear while a snowball fight is already going on... most often, by the time you're ready it's already dwindled down or it's finished.
○ Melee attacks of opportunity makes them vulnerable to more or less do what they're built to do... be it throw a bomb or use an extract.
We looked at the feats that were needed to smooth out some of these problems, and this is what we came up with. At 9th level, a character has five feats from raising levels. JUST to make their alchemical bombs work, well, they needed all five of those feats at 9th level.
○ Point Blank Shot so he could in turn get Precise Shot so that they could throw a bomb into melee without a penalty.
○ Dodge and Weapon Focus (bombs) so he could in turn get Close Quarters Thrower and be able to use his alchemical bombs while threatened by a melee fighter and not provoke an attack of opportunity.
This is a 9th level character, people! They haven't even gotten a spare feat to get Combat Casting to use their extracts, much less anything that permits them a feat to allow any flavor or originality. When you have this many complications SIMPLY to use the basic features of your class, there's not other way to label it as anything but a Feat Tax. No class should be built in such as way that it's only after 11th level you're going, "Whew! I've picked up everything I need to be involved in an adventure and not be hacked at every time I try to do something that is among my primary purposes... I mean, theoretically I might be able to pull off some of these tricks if I were behind the meat shields, but we all know game masters! By fourth level, half the encounters have invisible or flying (or invisible flying!) threats that are just going to pop up next to me and ruin my day. And that's if the situation isn't a straight up ambush that begins with me being sneak attacked out of the gate! Still, here I am... 11th level, and FINALLY able to look forwards to a feat next level that gives me any individual identity!" (Yes, this is hyperbole, but the point is valid.)
However, this is what my game master and myself have seen as an inherent problem in the Alchemist. And it's true, it's also my first time running the class. However, I was sorta hoping that by 9th level most of the class glitches would've smoothed themselves out to simply enjoy a character that had a different style from most. Are we that terribly wrong? Is there something we're missing about the mechanics that eliminates half the feats required so maybe I could take Extra Discovery or Arcane Strike or... well, anything? Or is the Alchemist truly that broken?