A Theory About What The Alchemist Will Be Like


Advanced Player's Guide Playtest General Discussion


Based on my understanding of what the alchemist is supposed to be, they have forms and stuff from using their magic potions or something.

I was thinking that maybe the alchemists will also use evolution poitns to make their forms but will be able to switch between several different forms each day.

It would also explain the term "evolution", which while okay to me, seems a little weirder then something more generic like ability points or something.

Maybe i am just hallucinating.

Thoughts?


Two days isn't too long to wait, man.

That said, I'd expect a slightly item-dependent caster similar to the Artificer, but with a different bent - perhaps an easier one to handle, as using splash weapons as "spells" could be less intrusive than, say, construct companions or giant metal arms.

RPG Superstar 2012 Top 32

I was hoping for a binder-like class, with different elixirs and infusions taking the place of vestiges, plus some kind of alchemical item mastery that increased the damage, DC, area of effect, range, etc., of the regular alchemical items.

Maybe the introduction of an "alchemist's kit," similar to a healer's kit, that allows the alchemist to make relatively inexpensive alchemical items and the elixirs and infusions that power the class.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

SmiloDan wrote:

I was hoping for a binder-like class, with different elixirs and infusions taking the place of vestiges, plus some kind of alchemical item mastery that increased the damage, DC, area of effect, range, etc., of the regular alchemical items.

I'm expecting something like this. Possibly with some abilities to creater lesser elixirs that will affect others. And definitely with some abilities related to faster, cheaper, or better craft potion abilities.

Dark Archive

I'm thinking it will be a cross between Artificer and Binder. Filling that role of an item wh...uh...user. Using elixers to boost himself and allies, splash weapons, oils on weapons and armors, and bar-none-best crafter of the party.

I'm actually running a steam punk game right now, and am very excited to see this class more than any of them (though i am extremely pleased with what we have so far).

The Exchange

Warlord255 wrote:

Two days isn't too long to wait, man.

That said, I'd expect a slightly item-dependent caster similar to the Artificer, but with a different bent - perhaps an easier one to handle, as using splash weapons as "spells" could be less intrusive than, say, construct companions or giant metal arms.

Two days? Great Scott! You have discovered time travel! How is it in a week in the future?

But yeah, now that the summoner has been released, I can't wait for the alchemist


I was sort of thinking we are getting an artificer with potions and brews

RPG Superstar 2012 Top 32

Here's a little something I came up with a while ago. I forgot I also expected alchemists to fill the role of elementalists.

Alchemist

Alchemists brew and imbibe strange elixirs to alter their physiology. They also learn how to manipulate the basic building blocks of the multiverse through arcane rituals and formulas that alter the elements. Their expertise with alchemical items is unparalleled. Constant contact with toxic substances grants them resistance to poisons and venoms, and the ability to shrug off the harmful effects that would normally affect their physiologies. Eventually, all alchemists learn the secret to eternal youth.

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Appraise, Craft, Disable Device, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Profession, Use Magic Device.

Skill Ranks per level: 4 + Int modifier.

Alchemists are proficient with all Simple Weapons and Light Armor.

LEVEL ELIXIR ABILITY
1. 1 Alchemical Formulas (apprentice level), Brew Elixir, Imbibe Single Elixir
2. 1 Alchemical Mastery, Positive Side Effects +1
3. 2 Brew Potion, Poison Resistance 1
4. 2 Alchemical Focus
5. 2 Positive Side Effects +2
6. 3 Alchemical Formulas (initiate level), Poison Resistance 2
7. 3 Imbibe Two Elixirs
8. 3 Enlarge Alchemy
9. 4 Brew Potent Potion (4th), Poison Resistance 3
10. 4 Positive Side Effects +3
11. 4 Brew Potent Potion (5th), Improved Alchemical Mastery
12. 5 Alchemical Formulas (journeyman level), Widen Alchemy, Poison Resistance 4
13. 5 Brew Potent Potion (6th), Imbibe Three Elixirs
14. 5 Hearty Constitution
15. 6 Brew Potent Potion (7th), Positive Side Effexts +4, Poison Resistance 5
16. 6 Maximize Alchemy
17. 6 Brew Potent Potion (8th), Timeless Body
18. 7 Alchemical Formulas (master level), Poison Resistance 6
19. 7 Brew Potent Potion (9th), Imbibe Four Elixirs
20. 7 Alchemical Apotheosis, Greater Alchemical Mastery, Positive Side Effects +5

Alchemical Formulas (Sp). Alchemists learn to manipulate the alchemical elements as a spell-like ability. They learn 2 alchemical formulas at 1st level, and 1 additional formula each level beyond 1st. Apprentice level alchemical formulas can only manipulate one element or humor. Initiate level alchemical formulas can manipulate or combine 2 elements or humors. Journeyman level alchemical formulas can manipulate 3 elements or humors. Master level alchemical formulas can manipulate or combine all 4 elements or humors.

Alchemical Formulas will be skill-based spell-like effects, using Craft alchemy as the relevant skill. Additional uses of the same alchemical formula in the same day will increase the skill DC by 2.

There are 7 levels of alchemical formlas, based on the alchemical metals and planets: Saturn/lead, Jupiter/tin, Mars/iron, Venus/copper, Mercury/quicksilver, Moon/silver, Sun/gold.

The elements and associated humors are Blood & Air, Yellow Bile & Fire, Black Bile & Earth, and Phlegm & Water.

Brew Elixir (Ex). Alchemists can brew elixirs. Elixirs are quasi-magical infusions that can alter the physiology of the Alchemist. There are 7 levels of Elixir that the Alchemist can brew. Each type of elixir has its own cost and Fortitude Save DC. The effects of an elixir persist for 24 hours.

Imbibe Elixir (Ex). At 1st level, Alchemists can imbibe 1st level elixirs. When they do so, they must make a successful Fortitude save or suffer the negative side effect of the elixir. As alchemists grow more powerful, they can imbibe higher level elixirs. An alchemist that imbibes an elixir that exceeds the level they can safely consume risks death, as does a non-alchemist that consumes any kind of elixir. At 7th level, an alchemist can benefit from consuming 2 elixirs at once; at 13th he can benefit from 3; and at 19th he can benefit from 4.

Alchemical Mastery (Ex). Beginning at 2nd level, when an Alchemist uses an alchemical item that causes damage, he adds 1/2 his class level to the damage caused by the alchemical item.

Positive Side Effects (Ex). Beginning at 2nd level, when an Alchemist imbibes an elixir and makes a successful Fortitude save, he gains the benefits of a Positive Side Effect. He gains an alchemical bonus of +1 to one of the following: Attack Rolls, Weapon Damage Rolls, Saving Throws, DR 1/-, +5 hit points, +1 AC, or acid, cold, electrical, fire, or sonic resistance 5. At levels 5, 10, 15, and 20, this bonus increases, and the alchemist can mix and match the various benefits each time he imbibes an elixir.

Brew Potion. At 3rd level, the alchemist gains brew potion as a bonus feat. He can make a Craft alchemy check with a DC of 15 + the spell level to create a potion that duplicates as an arcane spell or 25 + the spell level to create a potion that duplicates a divine spell.

Poison Resistance (Ex). At 3rd level, the alchemist is less affected by poisons than regular folk. He reduces the amount of ability damage he suffers from poison by 1. At 6th level, and every 3 levels thereafter, he increases the amount of ability damage that he can shrug off.

Alchemical Focus (Ex). At 4th level, the alchemist adds half his class level to the Save DC, if any, of any alchemical item he uses.

Mettle (Ex). At 6th level, whenever the alchemist makes a successful Fortitude or Will save against an effect that normally would have a lesser effect on a successful save, he instead completely negates the effect.

Enlarge Alchemy (Ex). At 8th level, the alchemist doubles the range of any alchemical item he uses.

Improved Alchemical Mastery (Ex). Beginning at 11th level, when an Alchemist uses an alchemical item that causes damage, he adds his class level to the damage caused by the alchemical item. This ability supercedes Alchemical Mastery.

Widen Alchemy (Ex). At 12th level, the alchemist doubles the area of effect of any alchemical item he uses.

Hearty Constitution (Ex). At 14th level, whenever the alchemist fails a Fortitude save, the following round he gets to make a single second Fortitude save to resist and negate the effects of the initial failed Fortitude save.

Maximize Alchemy (Ex). At 16th level, instead of rolling for damage when using an alchemical item, the alchemist causes maximum damage when using any alchemical item.

Timeless Body (Ex). At 17th level, the alchemist learns to create a special concoction that arrests his physical age. He ceases to gain ability penalties for aging, but he still gains ability increases for aging. In addition, his natural lifespan doubles.

Greater Alchemical Mastery (Ex). At 20th level, the alchemist adds double his class level to the damage he causes with alchemical items. This replaces and supercedes Improved Alchemical Mastery.

Alchemical Apotheosis (Ex). At 20th level, the alchemist becomes truly immortal. He no longer expires when his lifespan is up. If brought to negative hit points, he gains fast healing 1 (which stablizes him) until he has 1 hit point. He can be brought down to any negative hit point total and not die. Any effect which destroys his physical body still kills him.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

I expect them to function similarly to the advanced drow alchemy in the second darkness campaign, it seems to be a starting point for the new and transmogritive type of alchemy they are going for, probably those types of elixirs and potions plus partial spell casting ability and extra effects on normal alchemy items.


Christopher Van Horn wrote:
I expect them to function similarly to the advanced drow alchemy in the second darkness campaign, it seems to be a starting point for the new and transmogritive type of alchemy they are going for, probably those types of elixirs and potions plus partial spell casting ability and extra effects on normal alchemy items.

I'm all a-quiver with anticipation.


a few hours away at this point


MerrikCale wrote:
a few hours away at this point

Ugh, probably a full day at this point. The Witch wasn't posted until well after noon (central time).

I'm super excited.


Of the six new classes, this one is by far the one I most eagerly look forward to enjoying. My first homebrew class was an alchemist, and I've been on a 10-yr search for the "perfect" alchemist class. This is hopefully going to be the end of a long search.


Malachi Tarchannen wrote:
and I've been on a 10-yr search for the "perfect" alchemist class.

and I have been on a search for the perfect pickle. Also, to no avail

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

MerrikCale wrote:
Malachi Tarchannen wrote:
and I've been on a 10-yr search for the "perfect" alchemist class.
and I have been on a search for the perfect pickle. Also, to no avail

Are you trying to suggest that the alchemist will either be a pickle, or have pickle related powers? :)


JoelF847 wrote:
MerrikCale wrote:
Malachi Tarchannen wrote:
and I've been on a 10-yr search for the "perfect" alchemist class.
and I have been on a search for the perfect pickle. Also, to no avail
Are you trying to suggest that the alchemist will either be a pickle, or have pickle related powers? :)

God, I want a pickle right now.


Will a fried pickle do?


JoelF847 wrote:
MerrikCale wrote:
Malachi Tarchannen wrote:
and I've been on a 10-yr search for the "perfect" alchemist class.
and I have been on a search for the perfect pickle. Also, to no avail
Are you trying to suggest that the alchemist will either be a pickle, or have pickle related powers? :)

No, but that would make one cool alchemist prestige class


Temeryn wrote:
A THEORY ABOUT WHAT THE ALCHEMIST WILL BE LIKE

What is fun about your theory is that, since it's published before the release and since the developper is reading the boards, and if it is indeed what you suppose when released, then you'll never know if you were right or if you influenced his decisions, making you right.

Thus, we have no mean to determine if your prediction is a prediction.

Ok, now with this very unnecessary epistemological clarification in mind, please excuse me and resume...

RPG Superstar 2012 Top 32

CunningMongoose wrote:
Temeryn wrote:
A THEORY ABOUT WHAT THE ALCHEMIST WILL BE LIKE

What is fun about your theory is that, since it's published before the release and since the developper is reading the boards, and if it is indeed what you suppose when released, then you'll never know if you were right or if you influenced his decisions, making you right.

Thus, we have no mean to determine if your prediction is a prediction.

Ok, now with this very unnecessary epistemological clarification in mind, please excuse me and resume...

My brain melted.

:-P

I think a bard/alchemist multiclass playing a piccolo would be cool!


Mynameisjake wrote:
Will a fried pickle do?

mmmm, if haven't tried one, really ... you aught to try one. I got mine beer battered too :D

edit - in an attempt to get back on topic, frying a pickle is a kind of alchemy, I say. I will house-rule that alchemists in my games get +2 synergy bonus to frying pickles.

Dark Archive

Soo... The next 2 classes are coming out today, right?


Draeke Raefel wrote:
Soo... The next 2 classes are coming out today, right?

Yep. Scheduled for release around noon PST. That's 2pm here in the midwest.

From what I've seen so far, I think the first classes released, the oracle and cavalier, needed the most work, so they have the longest playtest time, and the witch and summoner seemed more refined. So, if my theory holds true, the alchemist and inquisitor are going to be damn near perfect. Saving the best for last and whatnot.


Can't wait...It's already 1pm over here!


Could someone translate that into GMT+1? Eagerly waiting.


(last time it was up around 2pm my time)


Snakey wrote:
(last time it was up around 2pm my time)

That already helps. Thanks. :)


Cenobyte wrote:
Could someone translate that into GMT+1? Eagerly waiting.

Between 7 and 8 pm your time, I believe.


AlQahir wrote:
Cenobyte wrote:
Could someone translate that into GMT+1? Eagerly waiting.
Between 7 and 8 pm your time, I believe.

8pm it is. Thanks. :)

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber
SmiloDan wrote:


I think a bard/alchemist multiclass playing a piccolo would be cool!

Why would an Alchemist play a pickle? Is it a requirement for the new Pickle prestige class?

RPG Superstar 2012 Top 32

Tim Statler wrote:
SmiloDan wrote:


I think a bard/alchemist multiclass playing a piccolo would be cool!
Why would an Alchemist play a pickle? Is it a requirement for the new Pickle prestige class?

Does anyone else remember the old Danny Dunn books? It was about a kid who hung out with some mad scientists and went on adventures with them. Anyways, one time, they were in a submarine, and the cranky mad scientist played the piccolo (a tiny flute) and the mellow mad scientist hooked up some strings to the floors and ceilings and used the whole sub as the sounding board for his upright bass.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Advanced Player's Guide Playtest / General Discussion / A Theory About What The Alchemist Will Be Like All Messageboards
Recent threads in General Discussion