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Malachi Tarchannen wrote:
I think a short shelf-life can be justified without the "magical aura" bit. However, the "magical aura" bit is somewhat needed as a justification for the alchemist not consuming every gold piece in sight in order to operate his class abilities. That said, the whole "loses power when not in the Alchemist's possession" bit is what grinds my gears as far as arbitrary limitations; have his elixirs be inherently poisonous/harmful to others due to the personalized magical tincture, with a discovery to buy off the hazard and allow free sharing with party members. ![]()
sysane wrote: Why do Alchemist get Disable Device as a skill? I'm not seeing the connection between mixing elixirs and alchemical concoctions and the ability to disarming traps and picking locks? "Hold on, you purse-cutting twit! That's a gelatinous acid spray trap! If you botch the job you'll melt your fingers off! Let me handle it..." ![]()
I agree that the Alchemist needs a lot less work than the Inquisitor right now. That said, I'd personally vouch for choice of a damage type to come earlier as a free, no-discovery choice at fourth level, so that discoveries like Explosive could be more generalized to have effects based on the damage type. Beyond that, some more transmutation spells - like mud/rock or even flesh/stone - would be nice if there was a way to use targeted spells instead of self-target only ones. ![]()
Love for flame-based attacks aside, surely a Fireball isn't the penultimate Wizard spell. It's popular, useful, and all-around loved, but the wizard's spell-based damage dealing ability scales both per spell and overall with the learning of new spells. Also, an Alchemist sinking all his discoveries into bombs is similar to an Evocation school wizard. Might it be pertinent to compare those two? ![]()
MerrikCale wrote: drop spells I'm inclined to agree. Right now the spells make it seem like a poorly-stretched Factotum mismatch. Keep a magical or magic-related Judgement set of abilities and maybe throw some Detects in there with monster lore. An Inquisitor strikes me as the sort of paladin who does things the hard way. ![]()
Nerioth wrote:
My problem is still that the Explosive discovery is restricted to fire damage. I'd personally prefer if it were more general, and added specific benefits based on the chosen damage type; it might also be worth considering to make the damage type choices not cost a discovery. ![]()
Draeke Raefel wrote:
Durp. I feel like a bit of a fool now. I have to wonder, might it be worthwhile to have Mutagens be a second "formula school" that contains the spells like bull's strength and perhaps self-altering utilities like spider climb? While this would bring up the problem of not being able to share those spells with allies via Infusion, it could open the door for allowing mutagens to be shared - though likely at higher risk. ![]()
Mirror, Mirror wrote:
If objects includes, say, a creature's armor or weapons, I'd imagine it'd be extremely useful. Granted, it is fairly specialized... With discoveries so limited, I don't really think switching the damage type is worth spending a discovery on. ![]()
At a cursory glance, I agree that the Mutagen ability looks week. However, it's worth noting that there are a lot of Transmutation spells like bull's strength in the Elixer formulae list, so stacking those could allow an Alchemist to start being pretty dangerous. A 2nd-level Alchemist with a Strength Mutagen and self-cast Bull's Strength elixer gets +6 to Strength. Add that to an affordable 14 Strength and you've got 20 strength and +5 attack and damage bonuses right off the bat. Also, while discoveries are understandably sparse, changing the damage type of bombs might do well to be separated from that in some way; an option at 4th level to change bomb damage type as a bonus feature, with an option to keep the existing fire damage with a slight improvement such as catching enemies on fire. Then, the Explosive discovery could be more generalized with special bonuses for each damage type (deafening for sonic, minor Dex damage for frost, etc.) ![]()
Mirror, Mirror wrote: To add one more, why does the force bomb have a secondary effect when the equivelant sonic bomb does not? They do the same damage, but one seems to be blatently weaker. IIRC Sonic damage can affect certain items by bypassing their innate DR, but I could be wholly wrong. The "Explosive Bomb" entry should probably have different effects based on the altered damage type. ![]()
I am curious as to the addition of any equipment in the APG; weapons, mundane items, alchemical and pseudomagic items or even new magic items. My favorite 3.0 book was the Arms and Equipment Guide, which was rife with minutiae like rust cubes, springball nets, vehicles and new weapons. I also loved the item entries in many 3.5 books such as Complete Scoundrel. While I can't predict or command the team, I would love to know if such material is being considered for this or future books. ![]()
Multiclassing Summoner could be problematic with other pet classes, but there's also good RP potential. Best combination would easily be a Wizard, for spells and perhaps the eidolon/familiar or item for RP possibilities. Ranger or Druid would be a lot harder. Biggest problem would be the loss of power on the Eidolon, since it'd be harder to get bonuses from other classes to apply to it. ![]()
Reviler wrote:
Familiars ought to keep their retained spells while the witch is dead, unless otherwise instructed/the witch decides which one it forgets as a failsafe. Makes for a good plot hook if you can interrogate an evil witch's familiar for spells. ![]()
blope wrote:
Abstract it a bit. The player is controlling the actions of both the Eidolon (word gets weirder every time I write it) and the Summoner; as such, even if the Summoner is primarily an accessory, or if the two are relatively equal, the player gets a win/win scenario in that their character(s) are doing well within the context of the game. However, this does cycle back to my concern with the danger of the "blank canvas" with the Eidolon; if the creature is doing most of the work, and it's a sculptable self-gratifying "MY EIDOLON IS SO COOL AND UNIQUE AND SPECIAL"... well, there could be problems. I can't shake the feeling that without some DM reins, this class more than any other has the capacity to go out of control, since the mechanism for self-aggrandizing would be hard-written into the rules. tl;dr still afraid of Sonichu eidolons. ![]()
Atlatl Jones wrote:
It'd make sense for some of the more utility-based ones (i.e. Charm) to remain touch-range, but I do agree that having too many spells be melee-range would be irksome. Then again, it's worth noting that there are a good number of ranged spells on the spell list, so having melee hexes would be a more risk-reward thing. ![]()
Kolokotroni wrote: I have a picture in my mind of having some of the creatures i created in the video game spore follow me around a dungeon. In fact if i use this class I am pretty sure i am going to use the creature creator to create the image of it. I'm afraid of this in some regards, myself. There's nothing wrong with giving players a bit of freedom, but my inner pessimist tells me that there's a 50% chance any given Summoner will be dredging up some neon-rainbow horror from the depths of teenage internet hell. ![]()
Aberzombie wrote:
Well, given that male Witches will be possible/expected, I'd assume that the concept would have to be able to translate that way. Whether or not it'll look anything like the Warlock of old, I can't say, but I'd be willing to guess it won't. |