Alchemist and Inquisitor Playtest


Round 3: Alchemist and Inquisitor

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Alchemist Changes
I've looked through the new pdf to try and make a comparison between the old and new alchemist so we know what differences to be trying out. Now presenting in the order they appear!

Alchemy
-Material components are consumed when the extract is used, rather then created.
No more gambling by creating costly extracts on the chance they'll be used that day.

-Formulae are now kept within a formula book. Each level you learn one new formula. You may add formulae to the book just like a wizard adds spells to their spell book. ie. scrolls, spell books, formula books. Only spells that are on the extract list.
Opens up the whole extract list rather then having to pick and choose. Loss off the formula book no longer a devastating proposition, but as inconvenient as a wizard would deal with.

Bombs
-Creating and throwing a bomb now requires a standard action. This provokes an AoO.
You can now move and make bombs in the same turn. Mobility!

-Bomb range clarified to 20 feet.
Much closer to real life grenades as James pointed out.

-Bombs are clarified as being a weapon for the purpose of feats
ie. Point Blank Shot and Weapon Focus

-Clarification regarding the effects of a critical and Vital Strike on bombs.
Nope no multipliers here folks.

-Direct hit damage and splash damage remain the same. However a Reflex save can be made for half against the splash damage. Save DC is 10 + 1/2 alchemist leve + Intelligence modifier
I know my GM was wondering about that frequently.

Brew Potion:
Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level.

A much asked for addition, very thematic and useful.

-Mutagen has been bumped up from an initial +2 enhancement bonus of your choice to +4 alchemical bonus
A change similar to the size bonus for druids during wildshape.

-While the mutagen is in effect you receive -2 for the appropriate stat. Str - Int, Dex - Wis, Con - Cha.
No more pesky Cha damage!

Discoveries
-Discoveries are now at every even level. You may not take the same discovery multiple times unless stated. Bomb discoveries do not stack unless noted.

-All unstated saving throws for a bombs effect are DC 10 + 1/2 alc level + Int mod

Combine Extracts:
When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest level formulae placed in the extract. An alchemist must be at least 8th.

Alchemical metamagic anyone?

-Delay Bomb: You may only have one bomb delayed at a time.
No more bomb bag. For the best really

-Explosive Bomb: Now catches the main target on fire for an additional 1d6 damage.
Normal fire effect.

Fast Bomb:
An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with ranged weapon. An alchemist must be at least 8th level before selecting this discovery.

Just what the Dr. ordered for proper damage!

-Greater Mutagen now grants a +6 enhancement bonus and +4 enhancement bonus to two different stats. Take the penalty to both mental stats.
I note it's an enhancement bonus instead of the alchemical bonus in normal mutagen. Likely just a typo.

-Grand Mutagen now gives +8 / +6 / +4 enhancement bonuses. Penalty to all mental stats.
Same presence of enhancement vs. alchemical language.

Potent bombs:
The damage dealt by an alchemist’s bomb increases by 1d6. An alchemist can select this discovery more than once, its effects stack.

A nice source of scaling damage, as well as a good filler discovery now that there are twice as many acquired.

Precise bombs:
Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.

The people have spoken, and here the discovery is. No more lynch mobs forming when the alchemist takes out his bombs.

If I've missed any changes please point them out! Let's get to testing.


Scipion del Ferro wrote:

Alchemist Changes

I've looked through the new pdf to try and make a comparison between the old and new alchemist so we know what differences to be trying out. Now presenting in the order they appear!

Alchemy
-Material components are consumed when the extract is used, rather then created.
No more gambling by creating costly extracts on the chance they'll be used that day.

-Formulae are now kept within a formula book. Each level you learn one new formula. You may add formulae to the book just like a wizard adds spells to their spell book. ie. scrolls, spell books, formula books. Only spells that are on the extract list.
Opens up the whole extract list rather then having to pick and choose. Loss off the formula book no longer a devastating proposition, but as inconvenient as a wizard would deal with.

Bombs
-Creating and throwing a bomb now requires a standard action. This provokes an AoO.
You can now move and make bombs in the same turn. Mobility!

-Bomb range clarified to 20 feet.
Much closer to real life grenades as James pointed out.

-Bombs are clarified as being a weapon for the purpose of feats
ie. Point Blank Shot and Weapon Focus

-Clarification regarding the effects of a critical and Vital Strike on bombs.
Nope no multipliers here folks.

-Direct hit damage and splash damage remain the same. However a Reflex save can be made for half against the splash damage. Save DC is 10 + 1/2 alchemist leve + Intelligence modifier
I know my GM was wondering about that frequently.

** spoiler omitted **
A much asked for addition, very thematic and useful.

-Mutagen has been bumped up from an initial +2 enhancement bonus of your choice to +4 alchemical bonus
A change similar to the size bonus for...

It's been updated? Thank you ghost of Abraham Lincoln!


Quote:
In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for one round to make such a check.

Thought this was an nice added perk. Makes the Craft(alchemy) skill a bit more usefulness in the hands of an Alchemist.

The Exchange

Pathfinder Rulebook Subscriber

i noticed they changed the mutagens to alchemical bonuses in most places. but the greater or grand mutagen still says enhancement bonus. not sure if that's a typo or intentional.

The Exchange

Pathfinder Rulebook Subscriber

also with fast bombs discovery at 8th level, i wonder if its possible to then take two weapon fighting and throw an additional bomb per round?

or if there'll be a feat or discovery to allow alchemists to craft more bombs per day ?


Abraham spalding wrote:
Raestlin wrote:
Sidivan wrote:
Kraven Evilfart wrote:
Except alchemy in the form of chemistry simple does not work, you can't make lead into gold.

Playing devil's advocate here, but you can in fact turn lead into gold using physics... it just requires an incredible amount of energy to get the lead to drop an electron. They don't do it regularly because it costs more in energy than the gold is worth in the market.

I do agree that the alchemist abilities need to be supernatural. Take the magic out and make it completely mundane and you open the door to "If his extracts are mundane, why can't the cleric use them?"

My friend, you mean that you would need to strip PROTONS from the nucleus. That would require you surmounting the Strong Force, literally the strongest force in the universe that overpowers electromagnetism utterly. Not only is the strong force insurmountable but we know almost nothing about its carrier particle the theorized Higgs-Boson.

You cannot make lead into gold with modern day physics, its impossible.

Incorrect... Radioactive Lead decays down into gold. It's half life is about 500 million years but hey... if you got the time...

The soviet's did it in the 70's in a nuclear reactor, though accidentally. Particle accelerators transmute elements all the time. I mis-spoke about the electron and meant proton.

Glenn Seaborg transmuted Bismuth to Gold in the 80's. http://en.wikipedia.org/wiki/Glenn_T._Seaborg

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