I don't know if your DM would appreciate it, but you could get really familiar with the rules for Psychic Duels. Initiate Psychic Duel is a 2nd level spell and effectively removes an opponent from the fight while the two of you duke it out in a mindscape, but your allies can still attack the enemy's physical body while it's stationary and unable to defend itself. If I remember correctly, you're better off in a psychic duel if you have high mental scores, so it's an effective way for a small sized character like your gnome to defeat a big huge beat stick.
Slithery D wrote:
That's the issue I'm having. Aside from being able to use your Stare abilities through your familiar. But the ability seems to be quoting a specific spell descriptor that doesn't exist. Like there should be a "gaze" descriptor or something. Even Burning Gaze, despite being called out in the ability description, SPECIFICALLY says it doesn't give you a gaze attack in the spell description.
I don't know if you've considered it or not, but you could take both Eldritch Guardian and Mutation Warrior. With Feral Mutagen you'd be able to take Weapon Focus and Weapon Specialization with your Bite or Claw attack, which your familiar would also get, assuming you have a familiar with a bite or claw.
This does bring up an issue you don't notice until you actually try to build one of these characters. Most alchemist discoveries deal with bombs and mutagens. This leaves the archetype with a really short list of options to choose from.
I've made quite a few alchemist characters myself, and I've noticed this problem as well. If you pick an archetype with a theme you really like that happens to give up bomb or mutagen, then you're stuck with "weird" discoveries since you're locked out of most of them. Promethean Alchemist can't even get mutagen back without multiclassing, which irreparably harms its primary feature. It's an unfortunately interesting archetype that really can't do much but sit around being interesting.
When I wanted an alchemist with a homunculus servant, I took a good archetype and then just choose the Promethean Disciple discovery.
I suppose you're right, I guess I should have specified that alchemist doesn't NATURALLY qualify for Brew Potion. But then again you'd only be able to make potions out of the actual spells you know, which doesn't really seem worth it.
Ciaran Barnes wrote:
I think I'm personally just attached to the bomb feature. I could cut it. I was considering keeping the poison abilities as well, but I was talked out of it. But yeah, I was kind of using the alchemist as a chassis, but I'm just having a hard time getting my ideas across in a coherent way and format them to be easy to read.
Unfortunately I'm still working through a block on possible class features outside the puppet, it's evolution, and the innovation. I should probably just leave some of the other alchemist abilities in place to keep out dead levels.
I've come up with a few ideas for Innovations, but unfortunately I'm hitting a bit of a block.
Some ideas I'm thinking are:
-all Bomb discoveries are fair game
-extra arm, same as alchemist discovery except it's mechanical and it counts as having a free hand when controlling puppets
-"cast line" which lets you reattach your line to a puppet at a range of 30ft if the line is cut
-extra range for puppets. doubles your range. can be taken twice.
-"line snare" attack with your line and entangle an enemy as if struck by a net
-"ranged reattach" reattach your line to a puppet with a ranged touch attack with a 30ft range. normally requires a melee touch attack to reattach a line.
-an ability that allows you to make a disguise check on your puppet to make it appear as a human
-an ability that no longer requires you to have line of effect when controlling your puppets
-a high level ability that allows you to take control of a creature with your line, and control them with as if they were a puppet
I've been working on the idea of a puppeteer class for a few days now, and unfortunately I've hit a bit of a wall when it comes to abilities. If you'll bear with me a little, I'll try to explain this admittadely complicated archetype. Please let me know if I'm explaining things clearly, and ask me for clarifications. I know there are things I'm missing.
This is going to be an alchemist archetype, so let me start by explaining what you're giving up:
There are abilities that are slightly changed:
Okay, now onto the main course of this mess in my head...
Innovations are gained at level 2 every two levels after.
At level 4, and every 4 levels after, you can choose to "tune up" your puppet or make a new one. This first tune up a puppet allows you to control the puppet with one hand, but controlling it this way does not give you full control of the puppet, so it has the Staggered condition similar to a zombie, but you have a free hand to do anything else.
At level 8, you can again choose to tune up or gain a new puppet. If you choose to tune up your first puppet a second time, it gains a small amount of independent movement. You can control your puppet freely with one hand, or release control and let it act alone. But releasing control means the puppet is Staggered and you must be given verbal orders, which is a standard action from you.
Level 12 allows another tune up, you can tune up or crate another new puppet. If you tune up your first puppet a third time, it can move freely on it's own without being staggered, but still requires verbal orders, but you only spend a swift action. Alternatively, you can tune up any other puppets you have, not just the first.
At level 16, you get another tune up or new puppet. If you give your first puppet a fourth tune up, your orders are purely mental and no longer require an action.
Level 20 capstone abilities will be explained in a later post
Obtaining a new puppet, and progressing it, works just like the Broodmaster summoner archetype. You choose which puppet progresses at each level, but you can only choose to create a new puppet at the levels you would obtain a "tune up".
Scott Wilhelm wrote:
One of them seems to be that Shield Bonuses Stack; at least the Shield Bones from 2 Weapon Defense stacks with the Shield Bonus From Shield.
That's what I was speculating myself. A rule allowing bonuses of the same type, but from different sources to stack.
I remember a story from an aquaintance from high school who played in a game with a similar rule. Something to the effect of simply having a shield on your person would give you the shield bonus, so the players took to quite literally tying shields to themselves.
I think it was a corruption of a house rule their DM instated that having a shield on your back prevented you from being flanked, and then quickly spun out of control.
I suppose you could ask your DM permission, but the list of discoveries available to Mutagenic Mauler does not include Mummification or Grand Mutagen
Bards are a very interesting class because of how indirect you are. Your personal damage output will be less than the Fighter or Barbarian, but you make sure they keep hitting and actually increase their damage output. And when your 7 Charisma friends are in town not able to hitting things, you're going to be the guy babysitting them and playing the puppeteer. But if you want your bard hitting a bit harder, there's always the Discordant Voice feat, an extra 1d6 damage isn't much, but you'd be hard pressed to find something that resists sonic damage.
I don't know the context of your adventure, but if you really cant just bring your animal into town freely, you could maybe see if your DM will let you purchase a Figurine of the Concealed Companion, a Whistle of Calling, or have the Hosteling enchantment on your armor.
And if you don't like Hunter, there's the Circlet of Speaking, which just lets your animal companion talk.
My Self wrote:
the increased Caster level is a bit weird, I was copying it over from the original 3.5 version. your idea is probably better.
I originally thought about having Smite Evil change to Smite Magic, but I thought it might be too powerful if you let it work on everything with spells or spell like abilities, because that might as well just be everything after a while.
I hadn't considered giving it access to Arcanist Exploits in place of something. Might be an interesting addition in place of something else. Perhaps in place of Mercies?
Here's what I have come up with so far. The legend is as follows
continued from here it's kind of self explanatory. every time you get a mercy, you get a new bonus spell slot. the various Aura abilities are replaced with Defense against Magic, you select a new spell school and your previous selected spell schools gain an additional +1. I need some ideas for Holy Warrior. I'm thinking of making it like the Impervious ability from Spellbreaker.
I was thinking something like giving it the Bard spells per day, but use the Wizard spell list. But Medium would work pretty well, too. I was also thinking of taking away the Detect Evil and Aura abilities, no divine magic means no aura of good, right?
I really need something to replace the various aura abilities with, I can't come up with anything thematically appropriate. I originally thought about the "Defense Against Magic" ability from the Spellbreaker Inquisitor archetype. There's actually some really good ideas to repurpos from that archetype. You can trade Divine Protection for Defense Against Magic that maybe progresses in place of the Aura of Faith, Aura of Justice, etc abilities.
I'm working on trying to adapt my favorite prototype Archetype from 3.5, the Mystic Fire Knight paladin, a paladin capable of using a wizard's spellbook to prepare arcane spells. My idea is to thematically change paladin into an arcane caster, the reasoning being they were a paladin order to Aroden before he "died" so they use arcane magic since they've lost access to divine magic.
I want to strip away the divine implications of the core paladin abilities, like Divine Protection, and change them slightly to be more thematically appropriate. Perhaps changing divine protections to only giving you a bonus to saves against spells and spell-like abilities.
I guess what I'm looking for is some advice on how to replace some of the ablities and some balance issues. The original "archetype" offers some good ideas, like trading Channel Energy for more spells per level, but getting Greater Dispel as a spell-like ability at level 6 seems a bit too much.
As weird as it sounds, small sized cavaliers are the way to go. Your mount can go anywhere your medium sized friends can go. My personal favorite is Halfling with the Order of the Paw. Doubling up on the damage bonuses from Power Attack and Risky Striker makes up for your below average starting Strength.
Seriously, take this advice. I have a Dwarf Warpriest with this and the cleave feat tree and it is amazing.
Personally, I kind of miss prestige classes. They made sure you could turn just about any "base class" into something that you specifically wanted. You want a Druid with sneak attack or whatever? Sure, take some levels in assassin. Or you could make prestige classes built with the intent of adding a different theme to an already existing class, like the Hellfire Warlock prestige.
What is the reason behind preventing Alchemists from using alchemical weapons as, well, weapons? Will this ever be changed?
I always played Alchemist as the party's one stop shop for alchemical cure-alls and weapons to beat early monsters that have regeneration or an energy weakness. Alchemist can really switch up their play style whenever it's needed if you keep your mutagen. You can start with modest stats, and boost them when necessary if you need melee or ranged in any situation.
Would I personally allow it? Absolutely. I always prefer simple solutions to questions like that.
But is a multiclass Mutation Warrior/Alchemist intended to stack? I don't really know. I can see arguments for both sides. It says your fighter levels count for your Mutagen, but the language suggests that's your fighter levels only could towards their limited discovery list.
Val'Ross the explorer wrote:
If you don't mind it being a tad silly sounding, you could go the Two-Weapon fighting route and wield two lances.
So they spiked gauntlets provide no bonus to unarmed strike damage ?
Sorry, but no. They would only increase the damage you do with the gauntlets from 1d3 to 1d4
Edit: BUT, if you're a Brawler, and you're not using an archetype that gets rid of it, the Spiked Gaunlets would get increased damage from Close Weapon Mastery
Yeah, I just read that myself. Looks like doubling up on the Sacred Weapon damage with Slipslinger Grenadier was a pipe dream from the start.