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lodiir |
![Kobold Devilspeaker](http://cdn.paizo.com/image/avatar/PZO1130-Kobold3_90.jpeg)
Playtesting the Alchemist
After playing an alchemist from level 1 to level 8, I can clearly see the potential that this class has. The few things that my GM and I would change are minor at best.
Weapon & Armor Proficiency:
We added the Alchemy Blade (an exotic weapon from Magic of Eberron) to the list of weapon proficiency of the alchemist.
Alchemy:
After a while we discovered that the basic DC of most alchemical items are good at low-level but begin to be less challenging as the opponents encountered are of higher level. We played around with an increase in the save DC as part of the Alchemy class ability ( a +1 DC at every odd level or at every 3rd level ). We also tried a +1 DC per +2 craft DC increase of the base item created. This caused alchemical items to still be useful at higher levels.
We also tried increasing the damage output of alchemical items ( by increasing the damage die : 1d6 to 1d8 & etc. or doubling the damage die : 1d6 = 2d6 ) but found it overbalancing as a class ability. We are now thinking of using feats ( as seen for the sneak attack damage increase in the “Swashbuckling adventures campaign setting rulebook”) or as a Discovery class ability.
Throw Anything:
We thought of adding a few other feats as class abilities or as basic feats, such as :
• Quick Draw : keyed to alchemical items only
• Far Shot : keyed to alchemical items only
• Shape Splash ( Races of Eberron ) : Removing the racial requirements
• Grenadier ( D&D Players Handbook II )
• Mad Alchemist ( D&D Players Handbook II )
• Exceptional Artisan ( Eberron Campaign Setting ) : keyed to alchemical items only
• Extraordinary Artisan ( Eberron Campaign Setting ) keyed to alchemical items only
• Extra Bombs : like any “extra (insert class ability)” feat
Mutagen:
We believed that the Charisma penalty was more like a “Dr Jekyll & Mr Hyde” kind of thing and as such is only temporary. Especially since it can be cancelled pretty quickly with an extract We also thought of having Wisdom penalties to play more into that role with the mutagen giving a rush of power and over-confidence lowering your overall judgment.
We also thought about scaling the ability & AC bonus with the level-ing of the class giving the mutagen a more interesting appeal for the player.
We didn't believe that the 1 hour creation time was overpowering since, unless a discovery is used, characters don't usually have the time to set up camp for 1 hour in the middle of a monster infested area (think about doing that in Foxglove Mansion or the Black Arrow Fort in Rise of the Runelords). Any good GM would RP something about the smell of the concoctions attracting the residents, a simple patrol or something else to disturb the creation process, etc...
But if the alchemist has the time, then go ahead and while some other PC is out getting information, confronting an impromptu encounter and advancing the plot, let him stay in his room make a mutagen that he might not even use that day.
Bombs
After encountering several :
"I can't use my class ability because : A) I might hit my allies. B) It's a full round action and I can't get there in time."
We switch for an ability usable once a round that is considered a standard action & that can provoke an attack of opportunity.
We also played around with the idea of a skill check if the alchemist is ever hit in combat while using a bomb just like a spell-caster. This brought up the idea of a potential "blow up in your face scenario" (that our GM loved).
Extracts
Using an extract in combat is pretty dangerous and losing a few rounds to "buff-up" before hand is the downside of playing an alchemist. We ruled a Quick Draw feat resolved the problem of pulling out an extract, while drinking it swiftly was something else.
We played again with a skill check just as a spell-caster would normally do to "cast" his spell. And allowed the use of "Bloodspikes" : a needle-like vial that injects alchemical substances directly into the user of the item (Magic Of Eberron)
We also discussed the idea of being able to delay an extract after it is consumed.
Alchemist Formulae:
Since the Formulae are supposed to alter/augment the alchemist physically, we replaced Shield with Mage Armor believing that it would affect the alchemist’s aura or his skin, augmenting his AC, not create a floating invisible shield before him.
We also thought about adding Formulae based on touch spell or some “breath” spell found in Spell Compendium.
Alchemical Items:
Most of our after game discussions concerned the lack of alchemical items. So at each game, many of the other players and the GM ended up bringing copies of D20 RPG books with alchemical items and items for alchemist in general, which my group hopes, will be at least looked at by the game designers before the end of the BETA playtest.
The series of Ultimate Equipment Guide by Mongoose Publishing, contains a wealth of alchemical items that can emulate certain fun spells ( ex: Tripvine = Web spell ). It also contains the many “Quick(energy type)” oils that can be applied to weapons for a short while.
The Eberron Campaign Books also have many interesting alchemical items.
These are personal opinions of my gaming group and are up for constructive debate.
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DizzyDev |
This is a great Post on the play test. I have been building an alchemist for a couple of weeks and have noticed many of the same problems with the class. The biggest one you mentioned was the scaling of alchemical Items. Poison's Save DC's seem ridiculous. I'm working on a 10th level alchemist, and the sticky poison discovery seems so tempting but at 10th level I would be lucky for a single failed save with all the attacks. The poison with the best save DC is 1,500gp. If you can make it and your DM allows the price to be halved your still paying 750gp for a single dose. Sticky poison allows you to use 1 dose for multiple hits but still not enough to be a key ability.
Most of the alchemical item's save DC's and Damage are low at higher levels. A bonus to them would make them useful at a higher levels.
I find that the Throw anything feat at first level is pretty useless. Grenadier ( D&D Players Handbook II ) makes allot more since!
The mad alchemist and Shape splash feats would be great discoveries or bonus feats.
I haven't really gotten into the mutagens yet but Lodiir was correct imo on most of his statements so I trust him. I'm going to show this post to my GM and see what he thinks.