| Kadeity |
While i love the alchemist, i wish that not every alchemist was a bomb toting roid head, so ive tried to toss together an Alternate class feature for the Alchemist. Still dont have one to replace mutagen, so suggestions are welcome :]
PLAGUE DOCTOR ALCHEMIST
(clearly based on lay on hands, but replaces bombs. I wonder if i should do 1/2class level + int uses per day like lay on hands, or the full class level per day like bombs.)
Healing Salve (Su): Beginning at 2nd level, an Alchemist can Mix a Salve that can heal wounds (his own or those of others) when applied by touch.An alchemist can mix and use a number of Salves each day equal to his class level + his Intelligence modifier. Mixing and applying a Tonic requires a standard action that provokes an attack of opportunity. A Healing Salve is applied as a Melee touch attack that Heals 1d6 points of damage + additional damage equal to the alchemist’s Intelligence modifier. The Healing power of an alchemist’s Salve increases by 1d6 points at every odd-numbered alchemist level.
Alternatively, an Alchemist can use salve to deal damage to undead creatures, Dealing damage equal to the amount that the salve would heal a living creature. Using a Healing Salve in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Alchemists can new types of Salves as discoveries (see the Discovery ability) as they level up. An alchemist’s Healing Salve, like an extract, becomes inert if used or carried by anyone else. This ability Replaces the alchemists bomb ability, and poison use.
DISCOVERIES
Least Panacea Salve (Su): Whenever the Alchemist uses a Healing Salve to heal damage to one target, the target also receives the additional effects from all of the Panacea Salve Discoveries known by the Alchemist. A Panacea Salve can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the Salve actually removes the affliction that causes the condition. The alchemist may Initially choose from the following Status Effects to remove:
• Fatigued: The target is no longer fatigued.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.
The Alchemist may take this Discovery more than once, each time choosing an additional effect to remove with the Panacea Salve. These abilities are cumulative. For example, a 12th-level Alchemist's Healing Salve heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Lesser Panacea Salve(Su): As Least Panacea Salve, except the Alchemist may now choose from the Following Status Effects as Well:
• Exhausted: The target is no longer exhausted. The alchemist must have the fatigue salve before selecting this salve.
• Frightened: The target is no longer frightened. The alchemist must have the shaken salve before selecting this salve.
• Nauseated: The target is no longer nauseated. The alchemist must have the sickened salve before selecting this salve.
• Poisoned: The Alchemist's Healing Salve also acts as neutralize poison, using the Alchemist's level as the caster level.
The Alchemist may take this Discovery more than once, each time choosing an additional effect to remove with the Healing Salve.
Greater Panacea Salve(Su): As Least Panacea Salve, except the Alchemist may now choose from the following Status Effects as Well:
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.
The Alchemist may take this Discovery more than once, each time choosing an additional effect to remove with the Healing Salve.
| ericthecleric |
As the OP asked for other ideas, another archetype might be based on Vincent Valentine from the FF games. He was a gunman who transforms into a monstrous form.
Here are some ideas... drop bombs, poison use/resistance and the Throw Anything bonus feat, but add proficiency with crossbows and guns, and let the bomb effect be added to a piece of ammunition (bullet, arrow or bolt) and fired as a standard action the same number of times per day as a bomb would otherwise be useable- unless the alchemist has the “fast ammo” option, which would replace fast bomb.
I just thought about this, so what else could be done/added?
| SmiloDan RPG Superstar 2012 Top 32 |
This version of the alchemist allows the character to specialize in one of the four fields of study (bombs, elixirs, formulas, poisons), while dabbling to differing degrees in the other three fields of study. It's a bit complicated, and definitely needs a lot of editing and playtesting for balance, but I think it is a workable class.
Alchemist
BAB: +3/4
Good Saves: Fortitude and Reflex
Hit Dice: 1d8
Class Skills: Appraise, Craft, Disable Device, Fly, Heal, Knowledge (arcana, dungeoneering, engineering, nature, planes), Linguistics, Perception, Profession, Sleight of Hand, Spellcraft, Survival, Use Magic Device.
Skill Ranks Per Level: 4 + Int modifier.
Alchemists are proficient in all Simple Weapons and all light melee martial weapons, as well as Bombs. Alchemists are proficient in Light Armor, but not shields.
LEVEL ABILITY
1. Alchemy, Discovery, Doses
2. Discovery
3. Exalted Alchemy 2
4. Greater Alchemy 2
5. Discovery, Lesser Alchemy 2
6. Exalted Alchemy 3
7. Base Alchemy 2
8. Discovery, Greater Alchemy 3
9. Exalted Alchemy 4
10. Lesser Alchemy 3
11. Discovery
12. Exalted Alchemy 5, Greater Alchemy 4
13. Base Alchemy 3
14. Discovery
15. Exalted Alchemy 6, Lesser Alchemy 4
16. Greater Alchemy 5
17. Discovery
18. Exalted Alchemy 7
19. Base Alchemy 4
20. Discovery, Greater Alchemy 6, Lesser Alchemy 5
Alchemy (Bombs (Su), Elixirs (Su), Formulas (Sp), Poisons (Ex)) Alchemists learn to use 4 different kinds of alchemy: bombs, elixirs, formulas, and poisons. Bombs are normal alchemical items, such as acid or alchemist's fire, that the alchemist supernaturally empowers to greater effect. Elixirs are supernatural concoctions the alchemist brewed to enhance his physiology, often grotesquely. Formulas are spell-like abilities that alter the fundamental elements of creation. Poisons are natural toxins the alchemist has learned how to create.
Different alchemists specialize in different fields of study. At 1st level, the alchemist must choose one of the 4 fields of study (bomb, elixir, formula, or poison) and designate it his Exalted Alchemy. He must then designate the remaining fields of studies as Greater Alchemy, Lesser Alchemy, and Base Alchemy. In his Exalted Alchemy, an alchemist can eventually learn 7th level powers; in his Greater Alchemy an alchemist can eventually learn 6th level powers; in his Lesser Alchemy, an alchemist can eventually learn 5th level powers; and in his Base Alchemy, an alchemist can only learn up to 4th level powers.
At 1st level, an Alchemist learns two 1st level powers from his Exalted Alchemy and one 1st level power from each of his Greater, Lesser, and Base Alchemies. At 2nd level, and every level thereafter, the Alchemist learns an additional power from his Exalted Alchemy. At 3rd level, and every 3 levels thereafter, he can choose to learn a power from the next higher level. At 2nd level, and every level thereafter, the Alchemist also chooses an additional power for 1 of his three minor alchemies. After 2nd level, the alchemist cannot choose an alchemical power from the same field of study 2 levels in a row.
Bombs (Su). Alchemists can turn normal flasks of acid or alchemist's fire into bombs. The base damage increases to 1d10 at 1st level, +1d10 per increase in Power level. Increasing the damage of the alchemical item does not take an action; it is based on the alchemist's expertise with alchemical items. The Save DC of an alchemical item used by an alchemist, including his bombs, is 10 + 1/2 his alchemist class level + his Intelligence modifier. An Alchemist can spend one of his daily doses to produce a bomb.
Alchemical Bomb Powers
1. Increase Splash Radius by 5 feet
1. Cold Damage
1. Electrical Damage
1. Sonic Damage
1. Entangle 1 round per Int bonus + 1 per die of damage
1. Increase Range Increment to 20 feet
1. Obscuring Mist
1. Darkness
2. Increase Direct Hit Radius to 5 feet
2. +1d10 per round (Save negates, Upto Int bonus rounds)
2. Acid + sickened
2. Cold + fatigued
2. Electrical + dazed
2. Fire + dazzled
2. Sonic + deafened
2. Increase Range Increment to 30 feet
2. Fog Cloud
2. Glitterdust
3. Increase Direct Hit Radius to 10 feet
3. Force Damage
3. Negative Energy Damage
3. Bludgeoning Damage + Grease
3. Piercing Damage + Spike Stones
3. Slashing Damage + difficult terrain
3. Increase Range Increment to 40 feet
3. Stinking Cloud
3. Delay explosion (upto Int bonus rounds)
3. Deeper Darkness.
4. Increase Direct Hit Radius to 15 feet
4. +2d10 per round (Save negates, upto Int bonus rounds)
4. Acid + nauseated
4. Cold + exhausted
4. Electricity + stunned
4. Fire + blinded
4. Sonic + sunder/shatter
4. Increase Range Increment to 50 feet
4. Solid Fog
4. Black Tentacles
5. Increase Direct Hit Radius to 20 feet
5. Force Damage + Bullrushed out Area of Effect
5. Negative Energy + 1 negative level
5. Increase Range Increment to 60 feet
5. Bludgeoning + Black Tentacles
5. Piercing + Spike Stones (2d6)
5. Slashing + Bear-Trapped in place
5. Cloudkill
6. Increase Direct Hit Radius to 30 feet
6. +3d10/round (Save negates, upto Int bonus rounds)
6. Increase Range Increment to 70 feet
6. Acid Cloud
6. Acid + disolve (as disintegrate)
6. Cold + petrified (turn to ice)
6. Electricity + paralysis
6. Fire + incinerate (as disintegrate)
6. Sonic + shatter (as disintegrate)
7. Increase Direct Hit Radius to 40 feet
7. Increase Range Increment to 80 feet
7. Incendiary Cloud
7. Bludgeoning + Earthquake
7. Piercing + Wall of Thorns
7. Slashing + Blade Barrier
7. Force + Resilient Sphere
7. Negative Energy + 1d10 negative levels
7. Antimagic
7. Reverse Gravity
Elixirs (Su). Elixirs are alchemical concoctions brewed by the alchemist to enhance his physiology. If a non-alchemist drinks an elixir, they must make a Fortitude Save (DC 10 + 1/2 the alchemist's level + the alchemist's Int modifier) or become nauseated for 1 hour. Success means the subject is sickened for 1 minute. The effects of an elixir persist for 24 hours or until the alchemist drinks another elixir. Brewing an elixir takes 1 hour. An alchemist can use one of his daily doses to make an elixir.
Alchemical Elixirs
1. +2 Strength & monk-like unarmed damage
1. +2 Dexterity & +10 Speed & Weapon Finesse
1. +2 Consitution & +2 natural armor & Endurance
1. Breathe Fire once every 1d4 rounds (1d6/level), Fire Res 5
1. +4 Perception, darkvision, see invisible
2. +8 Acrobatics and Climb, +5 feet reach, brachiation
2. +8 Disguise and Stealth, Swift Invisiblity 1/1d4 rounds
2. Ram 2d6 +2d6 charging, Improved Bull Rush
2. Blindsense, Swift Fly 1/1d4 rounds or Shield
2. Enlarge
3. Bonespurs (1d6 vs non-reach, shot as shortbow or 1/minute sphere)
3. Venomous Bite
3. Scent and DR 5/silver and lick wounds (Con x level hp/day)
3. Displacement + 2 reaching tentacle attacks
3.
4. Overland Flight
4. Freedom of Movement
4. See in Darkness
4. +5 hit points/level
4.
5. SR 10 + level & Greater Dispel Magic by touch
5. Tremorsense
5.
5.
5.
6. Windwalker
6. Blindsight
6. Huge
6.
6.
7. Dark Discorporation
7. Constant Invisiblity
7. True Sight & +16 Sense Motive
7. Iron Body
Alchemical Formulas (Sp). Alchemical Formulas are spell-like abilities that alter or create one of the four classical elements: air, earth, fire, or water. To use an Alchemical Formula, the alchemist must make a Craft alchemy check with a DC of 10 + 5 x the power level of the alchemical formula. This DC of the Craft alchemy check increases by 2 for each additional time the alchemist attempts the same formula within 24 hours.
Alchemical Formulas of levels 1 and 2 are called apprentice level formulas and deal exclusively with air, earth, fire, and water. Alchemical formulas of levels 3 and 4 are called journeyman level formulas, and deal with combining 2 elements to make other materials and energies. Alchemical formulas of levels 5 and 6 are called master level formulas, and deal with combining 3 elements together to make other materials and energies. 7th level formulas are grandmaster level, and can be used to create and alter living creatures.
An alchemist can use one of his daily doses to grant himself a +5 bonus on the Craft alchemy check to use a formula.
Alchemical Formulas
1. Aura
Air 20% miss chance
Earth +4 AC
Fire 1d6 & Fire Res 5
Water DR 2/-
1. Blast
Air Ranged Combat Manuver (Bull Rush, Disarm, Trip)
Earth Magic Stone
Fire Produce Flame
Water non-lethal Produce "flame"
1. Melee
Air Updraft and falling damage
Earth 2d6 bludgeoning
Fire Flame Blade
Water Increase reach 5 feet
1. Movement
Air Featherfall & Jump
Earth Increased CMD, Pass without Trace, Flawless Stride
Fire +30 feet and Up the Walls
Water Swim speed & Hold Breath bonus
1. Area
Air Fog Cloud
Earth Stomp (reflex or prone) & difficult terrain
Fire Burning Hands
Water Non-lethal and Fort or Stun/Daze
1. Utility
Air Mage Hand/Unseen Servant w/ Str=CL, Ventriloquism
Earth Alarm
Fire Light/Faerie Fire
Water Create Water/Purify Water/Clean as Prestidigitation
fire + water = acid
fire + earth = base metal
earth + water = cold
air + fire = electricity
air + earth = force
air + water = sonic
air + earth + fire =Exalted Metals
air + earth + water = Wood
air + fire + water = Poison? Healing? Medicine?
earth + fire + water = Death? (lack of breath?)
Air + Earth + Fire + Water = Living Creatures,
Alchemical Poisons (Ex). Alchemists can make alchemical poisons. These poisons cause ability damage (Str, Dex, Con, Int, Wis, or Cha), as chosen by the alchemist at the time of creation. Alchemical Poisons have a Fortitude Save DC of 10 + 1/2 the alchemist's class level + his Intelligence modifier. Alchemical Poisons cause ability damage for a number of rounds equal to the Alchemist's Intelligence bonus (minimum 1), and are resisted after a single saving throw. The amount of the ability damage is based on the power level of the alchemist's field of study in in Poison:
1. 1d2
2. 1d3
3. 1d4
4. 1d6
5. 1d8
6. 1d10
7. 1d12
Alchemical Poisons also have one or more carrier effects, as selected as field of study powers. An alchemist can use one of his daily doses to create poison.
Alchemical Poison Effects
1. Bleed (1/2 alchemist level/round)
1. Dazed 1 rd
1. Dazzled 1 minute
1. Fascinated 1 minute
1. Fatigued 1 minute
1. Prone
1. Slowed Reactions (no AoO 1 rd)
2. Lesser Confused 1 rd
2. Entangled 1 min
2. Shaken 1 min
2. Sickened 1 min
2. Sleep 1 min/level
2. Spell Hindered (Concentration check DC increased by level 1 min)
3. Deafened
3. Exhausted 1 minute
3. Flatfooted 1 round
3. Grappled 1 minute
3. Slowed 1 minute
3. Stunned 1 round
3. Decreased Spell Resistance by 1 per round of failed saves
3. Weak Willed -1 Will/round
3. Wobbly -1 Reflex/round
3. Woozy -1 Fortitude/round
3. Silenced--cannot speak
3. Deep Slumber 10 minutes/level
3. -1 AC/round
3. Confused 1 round/level
3. Crushing Despair
4. Blinded
4. Negative Level
4. Frightened
4. Nauseated
4. Paralyzed
4. Staggered
4. Gain Energy Vulnerability
4. Dispels Magic
4. Suggestion
4. Reduce DR by 2/round of failed save
4. Zombify (re-animate as a zombie when killed)
4. Dimensionally Anchored
4. Modified Memory (forget)
5. Disabled
5. Pinned
5. Cannot regain hit points through magic
5. Lose DR
5. Dismissal
5. Cannot Breathe for 3 rounds/level
5. Nightmare
6. Panicked
6. Unconscious
6. Insane
6. Greater Dispel Magic
6. Antimagic
6. Discord
7. Cowering
7. Dead
7. Helpless
7. Petrified
7. 1 Negative Level/failed save
7. Does not naturally heal
7. Irresistible Dance
7. Temporal Stasis
Discovery. At 1st level, the alchemist learns a single discovery. He learns one additional discovery at 2nd level, and every 3 levels thereafter (5, 8, 11, 14, 17, and 20). The alchemist can always choose to learn a lower level discovery in place of a higher level discovery.
1. Trapfinding
1. Throw Anything
1. Elemental Focus +1 DC
1. Quickdraw Alchemy
1. Alchemical Deep Pockets
1. Poison Use
1. Add Int bonus to direct hit damage and splash damage
1. Shape splash. You can choose to change of the splash area into a cone. For a standard bomb, this creates a 15 foot cone, with the area of effect that gets the full damage of the bomb at the apex of the cone; the rest of the cone receives splash damage. If the splash radius has been increased to 10 feet, the cone is 25 feet long. Shape splash can only be used on bombs whose area of effect radius has not been increased.
2. Poison Resistance 1
2. Brew Potion
2. Improved Craft Alchemy (+1/2 level)
2. Extend Poison (+1 round of duration)
2. Poison Focus (+2 Save DC)
2. Shaped Charge. You can change the shape of a bomb's blast radius from a circle into a cone. A 10 foot radius is converted into a 15 foot cone. A 15 foot radius is turned into a 25 foot cone. A 20 foot radius is turned into a 35 foot cone. A 30 foot radius is turned into a 45 foot cone. A 40 foot radius is turned into a 60 foot cone. In addition to the main blast effect, the splash area increases the length of the cone by 10 feet.
5. Dilution
5. Enhance Potion
5. Master Craftsman
5. Greater Elemental Focus
5. Greater Craft Alchemy (+1/level)
5. Mettle
5. Poison Resistance = Con bonus
5. Poison Use (move action)
5. Persistent Poison (2 consecutive saves to resist)
5. Double Dose (2 physical ability damage or 2 mental ability damage)
5. Sticky Poison
5. Surgery. You add your Intelligence bonus to your Heal checks, and on a successful Heal check, you restore a number of additional hit points equal to your Intelligence bonus. As a 1 hour long action, you can make a DC 20 Heal check and restore 1d6 hit points per hit die of the target creature. A target creature can only benefit from Surgery once every 24 hours.
8. Two Elixirs
8. Advanced Potion Brewing
8. Create Homonoculus
8. Combine 2 Bombs
8. Empower Poison (x1.5 poison damage)
8. Transmute Poison (ability damage changed to ability drain)
8. Mixed Dose (1 physical and 1 mental ability damage)
8. Two Poison Effects
8. Extend Potion
8. Infuse Elixir (create elixirs others can drink, upto 2 levels below the alchemist's highest level elixir power)
11. Poison Immunity
11. Steadfast Fortitude (re-roll failed Fort save)
11. Poison Use (swift action)
11. Maximize Poison (maximum ability damage)
11. Triple Dose (3 physical or 3 mental ability damage)
11. Improved Surgery. If you treat a creature that is dying or has been dead for a number of rounds not exceeding your Intelligence bonus, you can make a DC 30 Heal check as a Full Round action and restore the creature to life with 1 hit point. It is Fatigued for 24 hours, minus 1 hour for every point your Heal check exceeded 30.
14. Three Elixirs
14. Combine 3 Bombs
14. Overwhelming Poison (overcomes poison immunity)
14. Double Mixed (2 physical and 2 mental ability damage)
14. Three Poison Effects
14. Elixir of Life
14. Eternal Potion
17. Eternal Youth
17. Instant Alchemy
17. Poison Use (immediate action)
17. Panvenom (all 6 ability damage)
17. Greater Surgery. If you treat a creature that has been dead for a number of minutes not exceeding your Intelligence bonus, you can make a DC 40 Heal check as a Full Round action and restore the creature to life with 1 hit point. It is Fatigued for 24 hours, minus 1 hour for every point your Heal check exceeded 40.
20. Four Elixirs
20. Philosopher's Stone
20. Combine 4 Bombs
20. Fast Healing 5
20. +2 Intelligence
20. Venomous Touch
20. Intensify Poison (double maximum ability damage)
20, 4 Poison Effects
Doses (Ex). By spending 1 hour mixing bizarre chemicals together, the alchemist can create doses of alchemical potential that make it easier for him to use his various alchemical abilities. Each day, he can make a number of doses equal to his class level + his Intelligence bonus.
There is probably room for a Discovery that uses Heal checks to restore ability damage, drain, blindness, deafness, sickness, nausea, etc., but I haven't worked them out yet.
hida_jiremi
|
The alternate alchemist I've come up with is called the engineer, basically a mad scientist that focuses on gadgets and devices instead of on drugs and venoms. Basically, less Dr. Jeckyll and more Agatha Heterodyne.
Engineer (Class Archetype)
Not all alchemists are masters of chemistry and biology. Some prefer to focus their mad talents on the mysteries of mechanical engineering—the creation of lethal machines.
Death Ray (Su): Every engineer starts with a basic creative impulse—the urge to destroy those that mock or deride him. To this end, engineers start their career with the construction of a death ray, a personal weapon that can inflict lethal harm against their foes.
The “death ray” is a two-handed ranged weapon with a range increment of 30 feet. It makes attacks as a ranged touch attack and deals electricity damage equal to 1d8 + the engineer’s Intelligence bonus. Firing the death ray is a standard action. The death ray can be used a number of times each day equal to twice the engineer’s class level + the engineer’s Intelligence bonus. Each day, the alchemist must spend one minute per daily use recharging the device with his own magical aura (generally by sitting quietly and tinkering with the device for that time). The engineer is considered to be proficient in his own death ray, though he cannot use another engineer’s death ray any more than anyone else.
The death ray only works for the alchemist, and he can only have one in existence at a time; if his death ray is stolen or destroyed, it takes one day of work and appropriate tools to build a new one. The death ray is a physical device; it must be stored and drawn like any other weapon, it can be stolen, and it is vulnerable to being destroyed. The death ray has a hardness of 5 + the engineer’s class level, and hit points equal to 20 + the engineer’s class level.
The damage of an engineer’s death ray increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).
This ability replaces the bombs class feature, and the engineer cannot select any discovery that would affect or modify that class ability.
Trapfinding (Ex): An engineer is a master of clockwork machines and infernal devices. An engineer adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An engineer can use Disable Device to disarm magic traps. This replaces the alchemist’s Throw Anything bonus feat, poison use, and swift poisoning.
Swift Engineering (Ex): Beginning at 3rd level, when an alchemist creates alchemical items or clockwork devices of any sort, it takes him only half the normal amount of time. This replaces the swift alchemy class ability.
Instant Engineering (Ex): At 18th level, the engineer can create alchemical items with almost supernatural speed, and none can match his proficiency at fixing or breaking machines. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. Additionally, he can perform any Disable Device check that would normally take up to a minute as a swift action. This feature replaces the instant alchemy class feature.
Grand Discovery (Su): The engineer does not gain access to the poison touch grand discovery, though he can still utilize the others normally. The following abilities are available in place of poison touch:
Clockwork Heart: The engineer performs the most delicate procedure of his career when he removes his own still-beating heart and replaces it with a construct of brass, tubes, and wires. The engineer’s Constitution is increased by 4 points and his age limits at each age category are doubled, but he gains vulnerability to electricity.
Steel Limbs: The engineer must spend a month performing grotesque acts of surgery on himself, gradually whittling away his own weak flesh and replacing it with sterner stuff. When he is finished, all four of his limbs (and a good portion of his skeleton) are made of gleaming steel and hissing steam vents. The engineer’s Strength is increased by 2 points, he gains +2 natural armor, and his base land speed is increased by 10 feet. Due to his new frame’s heat conductivity, he gains vulnerability to fire.
New Discoveries
Caustic blast: When the engineer makes an attack with his death ray, he can choose to have it inflict acid damage, but the death ray’s range increment is halved. Creatures struck by a caustic blast take an additional 1d6 points of acid damage 1 round later.
Concussive blast: When the engineer makes an attack with his death ray, he can choose to have it inflict sonic damage. A concussive blast deals only 1d4 points of bonus damage per odd-numbered level (instead of 1d6). Creatures struck by a concussive blast are deafened for 1 minute unless they succeed at a Fortitude save.
Delicate death ray: The engineer's death ray is particularly compact. It is a one-handed weapon rather than a two-handed weapon.
Disintegration beam: When the engineer fires his death ray, he can spend 2 of its daily uses to produce a disintegration beam, inflicting untyped damage. Any creature brought below 0 hit points by the beam is reduced to fine dust, as per the disintegrate spell. Additionally, the engineer can use the beam to disintegrate inanimate matter as per the disintegrate spell. The engineer must be at least 10th level before selecting this discovery.
Dispelling beam: When the engineer fires his death ray, he can choose to have it dispel magic effects. A creature hit by a dispelling beam is subject to a targeted dispel magic, using the engineer’s class level as the caster level. This cannot be used to target a specific spell effect. If a spell is successfully dispelled, the target suffers damage equal to the caster level + the engineer’s Intelligence bonus. The engineer must be at least 6th level before selecting this discovery.
Force beam: When the engineer fires his death ray, he can choose to have it inflict force damage. Force beams inflict 1d6 points of force damage, plus 1d4 points of force damage for every odd-numbered level (instead of 1d6). A creature that is struck by a force beam is knocked prone unless it succeeds on a Reflex save. The engineer can fine-tune this output as well, sacrificing 1d4 points of bonus damage to instead push the creature back 5 feet on a failed save. The engineer must make this choice before firing the death ray, and if the creature cannot be pushed back the whole distance, it simply falls prone in the last square into which it moved with no additional effect; this movement does no provoke attacks of opportunity. An engineer must be at least 8th level before selecting this discovery.
Frost beam: When the engineer fires his death ray, he can choose to have it inflict cold damage. A creature struck by a frost beam is staggered on its next turn unless it succeeds on a Fortitude save.
Inferno beam: When the engineer fires his death ray, he can choose to have it inflict fire damage. A creature struck by an inferno beam is sickened for 1d4 rounds.
Mind control beam: Some engineers prefer to handle things in a more subtle way than usual. When the engineer fires his death ray, he can choose to inflict no damage to instead fire an invisible beam of energy that scrambles the target’s mind, leaving them vulnerable to outside influence. Using the mind control beam is a full-round action, since the controls must be carefully calibrated. On a successful attack, the target is entitled to a Will save to avoid the effect. If the target fails the save, it is subject to the suggestion spell, except that the target does not need to know the engineer’s language; the command is input directly into his mind. The engineer uses his class level as the caster level for this effect. An engineer must be at least 8th level to select this discovery.
Overcharge: A mad enough engineer finds ways to overcome the raw limitations on his death ray’s output. By spending a full round charging his death ray, the engineer can make a single attack on the following round that expends 2 of the death ray’s daily uses, but increases the bonus damage from 1d6 per odd-numbered class level to 1d8 per odd-numbered class level, and double’s the engineer’s Intelligence bonus on damage. If the overcharge is not used by the following round, a daily use of the death ray is expended with no effect.
Quick rays: An engineer with this discovery can toggle the energy output on his death ray fast enough to produce multiple rays in a single round. The engineer can fire additional rays 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 a ranged weapon. An engineer must be at least 8th level before selecting this discovery.
Shock blast: When the engineer fires his death ray, he can choose to have it inflict electricity damage, and gain a +2 bonus to hit creatures wearing metal armor or composed primarily of metal (such as an iron golem). A creature struck by a shock beam is dazzled for 1d4 rounds.
Strafing beam: When the engineer fires his death ray, he can expend 2 of its daily uses to change the ray to a 30-foot line, or 3 daily uses to create a 60-foot line. Using the death ray in this manner is a full-round action. The ray no longer has a range increment and does not require a touch attack, but any creature in the line can attempt a Reflex save for reduced damage. On a successful save, any affected creature suffers the ray’s minimum normal damage and none of its additional effects. (So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage.) This damage is negated as usual for a creature with evasion; a creature with improved evasion takes the minimum damage on a failed save. The engineer must be at least 8th level to select this discovery.
Widen beam: When the engineer fires his death ray, he can expend 2 of its daily uses to widen the beam, potentially catching multiple creatures in the area. The targeted creature now receives a Reflex save to become a splash target instead of a primary target. All other creatures within 5 feet of the original target are now splash targets. Any creature hit as a splash target suffers none of the beam’s primary effects (including any additional effects, such as the extra damage from a caustic blast), but suffer damage equal to the minimum damage of the ray. So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage (of the same energy type) to all creatures within 5 feet of the main target. The engineer must be at least 4th level to select this discovery.
***
Let me know what you think!
Jeremy Puckett
| SmiloDan RPG Superstar 2012 Top 32 |
That looks super-neat!!!
You might want to simplify it a bit, and just have the death ray cause 1d6 points of damage per odd level, plus Int bonus.
You also might want to change the spell-list and basically convert it to all (or mostly) beam or ray spells or effects that could conceivably be the product of a beam attack, like a shrink ray (reduce person). Also, give him some cantrips, like ray of frost and acid splash!
I'm thinking....
1. burning hands, magic missile, produce flame, ray of enfeeblement
2. acid arrow, flame blade (flame bayonet), scorching ray
3. lightning bolt, ray of exhaustion, searing light
4. enervation
5. cone of code, disintegration
6. polar ray
hida_jiremi
|
That looks super-neat!!!
You might want to simplify it a bit, and just have the death ray cause 1d6 points of damage per odd level, plus Int bonus.
You also might want to change the spell-list and basically convert it to all (or mostly) beam or ray spells or effects that could conceivably be the product of a beam attack, like a shrink ray (reduce person). Also, give him some cantrips, like ray of frost and acid splash!
Thanks for the kind words. I was seriously considering changing the alchemist's potion stuff to wand stuff and blast-o-mancy, to represent weapon-based gadgetry, but that was a little more complicated than I wanted to deal with when I was throwing this thing together last night. And I upped the base damage of the death ray from bombs to make up for the loss of splash damage, but it might be simpler the other way...
Jeremy Puckett
| SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:That looks super-neat!!!
You might want to simplify it a bit, and just have the death ray cause 1d6 points of damage per odd level, plus Int bonus.
You also might want to change the spell-list and basically convert it to all (or mostly) beam or ray spells or effects that could conceivably be the product of a beam attack, like a shrink ray (reduce person). Also, give him some cantrips, like ray of frost and acid splash!
Thanks for the kind words. I was seriously considering changing the alchemist's potion stuff to wand stuff and blast-o-mancy, to represent weapon-based gadgetry, but that was a little more complicated than I wanted to deal with when I was throwing this thing together last night. And I upped the base damage of the death ray from bombs to make up for the loss of splash damage, but it might be simpler the other way...
Jeremy Puckett
Or up it a bit more to 2d6+Int bonus. That way, all the dice are the same. Maybe even keep the uses per day the same to balance it out/simplify it more.
Zerombr
|
I also really like the Engineer, I think it's quite well done, but I might suggest making it its own class. certainly there's room for death rays and mutagen in the same class, but I can't help but think that a little steampunk companion would make it even better, like a Gondsman. Perhaps some sort of Prestige Class that gives an Engineer an Eidolon equivalent?
| gamer-printer |
I also really like the Engineer, I think it's quite well done, but I might suggest making it its own class. certainly there's room for death rays and mutagen in the same class, but I can't help but think that a little steampunk companion would make it even better, like a Gondsman. Perhaps some sort of Prestige Class that gives an Engineer an Eidolon equivalent?
I think the point gets missed by creating a prestige class, creating an APG variant of a base class is the goal here, while meeting all the flavor and mechanics to bring this concept to life. Not that a prestige class wouldn't work, but why rebuild a base class at all.
This engineer celebrates the new APG base class variant rules.
GP
Zerombr
|
i just think that an engineer, and an alchemist, while having similar roles, aren't exactly interchangable. for instance, craft:alchemy itself won't have near a use for a real thematic engineer, who would probably have a craft:mechanics skill instead. Mutagen also doesn't fit into that concept as much. Granted I can see any sort of mad scientist with any/all of these abilities in some form or another, I just think that Engineer has enough potential to be its own base class, even if heavily borrowing from Alchemist.
To put it another way
Bombs, Mutagen, Extracts, & Poison are the hallmarks of an Alchemist.
I can't quite see a true Engineer with Extracts and Mutagen at the beck and call. It's a minor point really, I find the ACF very enjoyable so far, just feel it can be pushed even further.
| gamer-printer |
Ah, but you're missing the point. The engineer is NOT supposed to be emulating the alchemist, rather the base class is a template that by changing its various elements becomes something completely different. Thus use the alchemist as a template to create an engineer.
I've used the Ranger as a template to build a Samurai, no one's going to argue that a samurai has anything to do with a ranger thematically, but to arrive at a set of mechanics that best describe your desired outcome, but using any base class as a template to create a new class.
That's the point of variants in the first place.
GP
Zerombr
|
I just think that Engineer has enough potential to be its own base class, even if heavily borrowing from Alchemist.
Ah, but you're missing the point. The engineer is NOT supposed to be emulating the alchemist, rather the base class is a template that by changing its various elements becomes something completely different. Thus use the alchemist as a template to create an engineer.
GP
Actually, i'm saying the same thing. Maybe I worded it oddly, I dunno.
I just think that Engineer has enough potential to be its own base class, even if heavily borrowing from Alchemist.
But enough clarification, I look forward to seeing any other ACFs for Alchemist. I am tempted to try to whip up a PRC, that requires Death Ray at +3d6, and gives a robot henchman with Eidolon evolution points.
Daniel Marshall
Silver Crescent Publishing
|
The Realms of Twilight Campaign Setting by Silver Crescent Publishing has a Combat Alchemist core class. It uses a completely different mechanic than the Pathfinder Alchemist. Mechanically it is more similar to psionic, using a point system and experimentation to alter the effects of various non-magical mixtures. They don't have any spells, though some of their mixture effects are reminiscent of weakened spell effects. They have healing salves, fire bombs poison vapors, frost oils that they can coat weapons with, and more.
It isn't an archetype like most of what I've read on this thread, but it is a variant class for the same type of role.