Bear trap

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4 posts. Alias of Ranger of Renwood.


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Conditions: I hardly used conditions against players before Condition Cards. Now that I can hand a player the appropriate card, things have gone a lot better and things run more smoothly at the table, but most of them are still way too complicated. I would welcome some simplification.

Skills: Again, some hard and fast rules for Difficulty Classes on skill checks would be helpful and reduce the amount of time looking up rules and applying modifiers. Something like a set DC for "moderate," "challenging," or "nearly impossible" skill checks. If I have a set-piece moment, like the players trying to climb up a mountain while fending off a swarm of red wyrmlings, then I can get into the minutia of the climbing rules. Otherwise if one of them just wants to climb up the side of a building, I can use simplified rules.

Thanks for taking a look at this AlanM.

AlanM wrote:

Evasion/Improved Evasion
I have no proof of this, but I have a feeling that the average party would run into more Reflex saves in their career than poisons. Therefore, I would say that Evasion/Improved Evasion is much better than Poison Resistance/Poison Immunity. This is fine, assuming that the artillerist gets the short end of the stick with other trade offs.

I have definitely found this to be the case while running my games. I was thinking of just going with Evasion at 10th level, to put an artillerist roughly on the same footing as a ranger (who gets it at 9th), then giving some other type of ability/bonus to replace poison resistance.

AlanM wrote:

Artillery Expert

I see no issues with the no provoking of attacks of opportunity with the throwing and the making, but I would specify what the total action cost is to create a bomb, attach it to a bolt, and then fire said bolt. I say this because right now it kinda suggests that you need two standard actions in one round to use this (1 to create, 1 to attach). I would specify you can create the bomb, attach it to the bolt, and then fire bolt as a full-round action (creating takes a move, standard for the rest). That seems a fair trade with Swift Alchemy. However, there is the fact that swift alchemy is one of those abilities that likely won't get used too much, so it might be up for debate.

I like this. If I could edit my initial post I would certainly change it.

AlanM wrote:

Artillery Bombardment
Where to start? 1) Clean up the wording so that you do not suggest the aforementioned 18 bombs in 1 round. Also, you are getting rid of one of the (arguably) worst class features of an alchemist to be able to act as if you had full BAB for 1 round with your bombs. Now, the full BAB with a single full-attack with your bombs is not a bad idea, but you need to give up something better than Instant Alchemy.

My idea to make things better? Give up the Mutagen. Lose the Mutagen, gain Evasion at level 2 and Imp Evasion at level 10. Eliminate Poison Use, gain Artillery Expert at level 3. Give up Persistent Mutagen and gain Artillery Bombardment at level 14.
Now you have an Alchemist, who is a bomberman specialist, and is no longer hulking out. You lost a very useful source of power (particularily melee staying power) to gain some significant ranged power.

I agree with most of this. Where I differ is poison use. I don't think an artillerist should be an expert in this area, but he would have at least a basic understanding of toxins to not poison himself. I can see doing away with swift poisoning though, and the aforementioned poison resistance and poison immunity would also be gone.

I was rather reluctant to completely do away with mutagens but see your point. I feel like giving up mutagen (and later persistent mutagen) for something that is powerful but doesn't pay off until 14th level may be a little bit much to ask. Getting rid of instant alchemy puts it just over the top in my mind, no matter how useless you think the ability is (granted, being able to come up with essentially 0-level magic items in a snap at 18th level is pretty lackluster). Maybe give some kind of small bonus extending the range of his thrown and crossbow attacks? This would make it so he could really keep his distance since he can't fall back on his mutagens.

Artillery Bombardment needs some serious cleaning up, but I'm glad that you've identified the problem and glad we've reached an understanding of what the ability is supposed to do. It definitely requires some rewording.

BTW, maybe it's because I haven't cleared out my cache but do you know why our avatars changed on our last couple of posts?

AlanM wrote:


2) You do know that Artillery Bombardment does suggest that an 18th level artillerist can fire 18 bombs in 1 round? Yeah... That's gotta go...

18? The base attack bonus increases to be on par with a fighter, so 4.

An alchemist archetype that focuses on bomb-making. I'm mostly looking for input on game balance and cleaning up the wording.

Evasion (Ex): At 2nd level and higher, an artillerist can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the artillerist is wearing light armor or no armor. A helpless artillerist does not gain the benefit of evasion.

This ability replaces poison resistance.

Artillery Expert (Ex): At 3rd level, an artillerist does not provoke an attack of opportunity while creating and throwing bombs. In addition, an artillerist can attach and fire a crossbow bolt with an alchemical payload as a standard action. The bomb detonates following the attack, regardless of a hit or miss.

This ability replaces swift alchemy.

Improved Evasion (Ex): At 10th level, an artillerist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless artillerist does not gain the benefit of improved evasion.

This ability replaces poison immunity.

Artillery Bombardment (Ex): At 18th level, an artillerist can unleash an alchemic barrage. When making a full attack action, an artillerist’s base attack bonus increases to equal to his artillerist’s level and can create and use an equal number of bombs during the round. An artillerist can use this ability an equal number of times to his Intelligence modifier.

This ability replaces instant alchemy.