| Mikael Sebag RPG Superstar 2014 Top 16 |
Hey guys!
Here's a homebrewed archetype I made for the alchemist, since no archetypes were offered for the new APG classes (though that would have been really cool had that been the case). I'm hoping to get some feedback on this as far as balance and flavor go. Here we go:
Demolitionist
Eschewing the study of poisons and mutagens, the demolitionist specializes in the use of bombs, learning to expand upon their effectiveness as well as how to avoid them.
Artillerist: At 1st level, a demolitionist unlocks the secrets of being a successful grenadier. A demolitionist treats his alchemist level as being 2 higher than normal for the purpose of determining the damage dealt by his bombs and the number of bombs available to him per day. This ability replaces mutagen and a demolitionist cannot select the following discoveries: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, or true mutagen.
Duck and Cover: At 2nd level, a demolitionist gains a +2 bonus on Reflex saves against area effects that deal damage. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a demolitionist gains the evasion ability as a rogue. This ability replaces poison resistance and poison immunity.
Demolitions Expert: At 2nd level, a demolitionist gains access to the demolitionist-specific discoveries listed below. This ability replaces poison use and a demolitionist cannot select the following discoveries: concentrate poison, sticky poison, and poison touch.
Broad Bomb: The DC of the Reflex save required to only take half of the splash damage from a demolitionist’s bombs increases by 1. This discovery can be taken multiple times. Its effects stack.
Power Throw: When a demolitionist prepares and throws a single bomb as a full-round action, he can throw it at a range of up to 60 feet.
Empowered Bomb: When a demolitionist creates a bomb as a standard action, he can choose to have it detonate more effectively by sacrificing an additional two of his available bombs. All variable, numeric effects of the bomb (including damage) are increased by half. A demolitionist must be at least 6th level before selecting this discovery.
Maximized Bomb: When a demolitionist creates a bomb as a standard action, he can choose to have it detonate most effectively by sacrificing an additional three of his available bombs. All variable, numeric effects of the bomb (including damage) are maximized. A demolitionist must be at least 8th level before selecting this discovery.
Improved Bomb: The damage dice for a demolitionist’s bombs increases from d6 to d8. A demolitionist must be at least 12th level before selecting this discovery.
Greater Bomb: The damage dice for a demolitionist’s bombs increases from d8 to d10. A demolitionist must be at least 16th level and must possess the improved bomb discovery before taking this discovery.
Swift Bomber: At 8th level, a demolitionist gains the fast bombs discovery for free. This ability replaces swift poisoning.
Aggressive Bomber: At 10th level, a demolitionist gains the sticky bomb discovery for free. This ability replaces persistent mutagen.
Thanks for reading!
| Hockey_Hippie |
Hey guys!
Here's a homebrewed archetype I made for the alchemist, since no archetypes were offered for the new APG classes (though that would have been really cool had that been the case). I'm hoping to get some feedback on this as far as balance and flavor go. Here we go:
Demolitionist
Eschewing the study of poisons and mutagens, the demolitionist specializes in the use of bombs, learning to expand upon their effectiveness as well as how to avoid them.Artillerist: At 1st level, a demolitionist unlocks the secrets of being a successful grenadier. A demolitionist treats his alchemist level as being 2 higher than normal for the purpose of determining the damage dealt by his bombs and the number of bombs available to him per day. This ability replaces mutagen and a demolitionist cannot select the following discoveries: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, or true mutagen.
Duck and Cover: At 2nd level, a demolitionist gains a +2 bonus on Reflex saves against area effects that deal damage. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a demolitionist gains the evasion ability as a rogue. This ability replaces poison resistance and poison immunity.
Demolitions Expert: At 2nd level, a demolitionist gains access to the demolitionist-specific discoveries listed below. This ability replaces poison use and a demolitionist cannot select the following discoveries: concentrate poison, sticky poison, and poison touch.
Broad Bomb: The DC of the Reflex save required to only take half of the splash damage from a demolitionist’s bombs increases by 1. This discovery can be taken multiple times. Its effects stack.
Power Throw: When a demolitionist prepares and throws a single bomb as a full-round action, he can throw it at a range of up to 60 feet.
Empowered Bomb: When a demolitionist creates a bomb as a standard action, he can choose to have it detonate more...
Just me, but kind of feels like a D8 Fireball Mage who can wear armour at first glance, though obviously the personalities that would play these two might be different.
HH
| Kenjishinomouri |
I do like the abilities I really like the first one I think its a fair trade for mutagen, and I like the duck and cover ability as well.
At the same time i feel that too much of the class is being changed to benefit one aspect of the class.
Its a good attempt but I feel it isn't changing the way the class works just powering up one of its abilities. If thats what you are going for then thats fine, but i wouldn't allow one of my players to use this archetype. I also feel the specific discoveries are a bit much, id prolly make them a chain of discoveries and allow any alchemist to take them.
| Kenjishinomouri |
It feels a bit obvious to me but that is not really a valid argument. I feel like I am biased against bombing alchemists, but this was pretty well done.
My only suggestion is to make maximized, improved, and greater bomb effects so they do not stack with other effects.
I'm not trying to be biased, I'm actually playing a bombing alchemist in my groups current campaign, I just feel that its a little unnecessary. I don't see the need for an alchemist bomber to have all that extra stuff.
Carbon D. Metric
|
Carbon D. Metric wrote:I'm not trying to be biased, I'm actually playing a bombing alchemist in my groups current campaign, I just feel that its a little unnecessary. I don't see the need for an alchemist bomber to have all that extra stuff.It feels a bit obvious to me but that is not really a valid argument. I feel like I am biased against bombing alchemists, but this was pretty well done.
My only suggestion is to make maximized, improved, and greater bomb effects so they do not stack with other effects.
Perhaps you are right, they are already powerful as is, but I can see something like this adding value.
| Mikael Sebag RPG Superstar 2014 Top 16 |
Ooh, thanks for all the great feedback!
Yeah, I wasn't sure about what to do with the substitutions for persistent mutagens and swift alchemy, since it results in early entry for fast bombs and late entry for sticky bomb. Should I just move them back into position?
Which of the discoveries do you guys specifically think are too powerful or is it more so the idea of archetype-specific discoveries? I suppose one could make an argument regarding the archetype specific abilities that are automatically granted as opposed to those that need to be taken using the discovery class feature or Extra Discovery, but I'm more interested in constructive criticism than in being inflammatory.
Any suggestions to make this an archetype that most GMs would allow?