Input requested: New Alchemist Archetype


Homebrew and House Rules


I'm trying to put together a new Alchemist Archetype for my own Setting. It's kind of a Bomb Specialist but I didn't want it to be just Guy who's Bombs do more damage. So I ended up taking a little inspiration from the Wheel of Time series to make it.

Illuminator (Alchemist archetype)

The Illuminator’s guild is a very closed society that devotes itself to the creation of Fireworks. By controlling their secrets carefully the Illuminators have been able to demand premium prices for their entertainment as well as some level of autonomy from the nations in which they operate chapter houses. However Fireworks are not their only secret. Skilled Illuminators have any number of explosive and unpredictable substances that make it very dangerous to threaten them and more than capable of defending themselves against attacks.

Bomb: Illuminators are particularly adept at creating bombs. An Illuminator can create a number of Bombs each day equal to his Alchemist level + his Intelligence Modifier. In addition every time they use a bomb they can add one of the following minor effects to occur if the main target fails his Saving throw; Dazed, Sickened, Fatigued, Dazzled or Staggered. This secondary effect must be decided before throwing the Bomb and lasts for 1 round. This Ability replaces the normal Alchemist Bomb ability.

Firework Bombs; In addition to powerful Explosive Illuminators have managed to turn their own arts of Fireworks to use in combat as well unleashing Bright Flashes, Thick Smokes and Loud Bangs to stun and confound their enemies. Illuminators can prepared a number of Firework Bombs each day equal to their Class level + Intelligence Modifier. These Bombs work the same as regular bombs with the following changes. Firework Bombs inflict no damage, instead select one of the following effects; Fatigued, Shaken or Sickened. At 4th level add the following effects; Dazed, Dazzled and Staggered. At 8th level add the following; Exhausted, Frightened and Nauseated. Finally at 12th level add; Blind, Deaf and Stunned. This effect lasts a number or Rounds equal to the Alchemist’s Intelligence Modifier (half as long with a successful save). Targets in the Splash effect must save or suffer the condition for 1 round. This ability replaces Mutagens.

Discoveries: Acid Bomb, Blinding Bomb, Breath Weapon Bomb, Concussive Bomb, Delayed Bomb, Explosive Bomb, Fast Bombs, Force Bomb, Frost Bomb, Immolation Bomb, Inferno Bomb, Precise Bomb, Shock Bomb, Siege Bomb, Smoke Bomb and Strafe Bomb

Any advice or input would be useful Thanks in Advance

Silver Crusade RPG Superstar 2014 Top 16

Greylurker wrote:

I'm trying to put together a new Alchemist Archetype for my own Setting. It's kind of a Bomb Specialist but I didn't want it to be just Guy who's Bombs do more damage. So I ended up taking a little inspiration from the Wheel of Time series to make it.

Illuminator (Alchemist archetype)

The Illuminator’s guild is a very closed society that devotes itself to the creation of Fireworks. By controlling their secrets carefully the Illuminators have been able to demand premium prices for their entertainment as well as some level of autonomy from the nations in which they operate chapter houses. However Fireworks are not their only secret. Skilled Illuminators have any number of explosive and unpredictable substances that make it very dangerous to threaten them and more than capable of defending themselves against attacks.

Bomb: Illuminators are particularly adept at creating bombs. An Illuminator can create a number of Bombs each day equal to his Alchemist level + his Intelligence Modifier. In addition every time they use a bomb they can add one of the following minor effects to occur if the main target fails his Saving throw; Dazed, Sickened, Fatigued, Dazzled or Staggered. This secondary effect must be decided before throwing the Bomb and lasts for 1 round. This Ability replaces the normal Alchemist Bomb ability.

Firework Bombs; In addition to powerful Explosive Illuminators have managed to turn their own arts of Fireworks to use in combat as well unleashing Bright Flashes, Thick Smokes and Loud Bangs to stun and confound their enemies. Illuminators can prepared a number of Firework Bombs each day equal to their Class level + Intelligence Modifier. These Bombs work the same as regular bombs with the following changes. Firework Bombs inflict no damage, instead select one of the following effects; Fatigued, Shaken or Sickened. At 4th level add the following effects; Dazed, Dazzled and Staggered. At 8th level add the following; Exhausted, Frightened and Nauseated. Finally at 12th level add;...

Overall, this is too powerful. You don't actually make him drop any class features for the upgraded Bomb feature. I would say to add the effect (Dazed, Sickened, Fatigued, Dazzled or Staggered) they should either have to halve the damage on the main target, or use up an extra bomb worth of material (expend two daily uses of bomb). Especially given that you're effectively doubling the number of bombs they can create thanks to Firework Bomb, you need to tone something else down. My suggestion would be to NOT change the bomb class feature at all, and instead word the Firework Bombs section like this:

Firework Bombs; In addition to powerful explosives, Illuminators have found ways to use their art of creating Fireworks in combat as well unleashing bright flashes, thick smokes and loud bangs to stun and confound their enemies. In addition to their standard daily allotment of bombs, An illuminator can prepare a number of Firework Bombs each day equal to half her Class level + her Intelligence Modifier. These Bombs are treated as standard bombs, except that Firework Bombs inflict no damage. Instead, select one of the following effects: Fatigued, Shaken or Sickened. At 4th level add the following effects to this list: Dazed, Dazzled and Staggered. At 8th level add the following effects to this list: Exhausted, Frightened and Nauseated. Finally at 12th level add the following effects to this list: Blind, Deaf and Stunned. This effect lasts a number or Rounds equal to the Alchemist’s Intelligence Modifier (half as long with a successful save) <-- Take this out, it's WAY too powerful. You can't have these type of effects be dealt on a failed save. Instead, the save should always negate the effect. Targets in the Splash effect must save or suffer the condition for 1 round. This ability replaces Mutagens.


Staggered and even more Dazed conditions are quite powerful, especially early on. By adding dazed condition 1st level Alchemist can effectively "dazelock" single enemy until running out of bombs, which should be enough for a 1st level party to get rid of an opponent. I would move those condition to higher level. Also I don't see Alchemist sacrificeing anything to get that ability but I haven't judged the Firework bombs against Mutagen yet.

Technical note about Bomb feature: you stated that those conditions are bestowed on failed saving throw but hadn't specified what saving throw.

The Bomb feature seems to be mostly redundant with Firework Bombs feature which replaces it completly. Again no saving throw is specified.

I like the general idea behind this archetype but I think that it could work by turning Firework Bombs into new discoveries and change the archetype to replacing Mutagen with bonus bomb discoveries or bonus bombs per day, or both.


How about like this then

Bombs: Illuminators can use Bombs the same as Other Alchemists but they get 2 additional Bombs per day.

Firework Bombs; In addition their normal Bombs Illuminators have managed to turn their own arts of Fireworks to use in combat as well, unleashing Bright Flashes, Thick Smokes and Loud Bangs to stun and confound their enemies. Up to Half of an Illuminator’s Bombs per day can be used as Firework Bombs. These Bombs work the same as regular bombs with the following changes. Firework Bombs inflict no damage, instead select one of the following effects; Fatigued, Shaken or Sickened. At 4th level add the following effects; Dazed, Dazzled and Staggered. At 8th level add the following; Exhausted, Frightened and Nauseated. Finally at 12th level add; Blind, Deaf and Stunned. This effect lasts a number of Rounds equal to the Alchemist’s Intelligence Modifier. A Fortitude Save is allowed each round to remove the effect. Targets in the Splash effect must save or suffer the condition for 1 round. This ability replaces Mutagens.

So
No Mutagen
A couple of Extra Bombs per day and Half of his Bombs per day can be turned into Status Effects instead of Damage.

Silver Crusade RPG Superstar 2014 Top 16

Greylurker wrote:

How about like this then

Bombs: Illuminators can use Bombs the same as Other Alchemists but they get 2 additional Bombs per day.

Firework Bombs; In addition their normal Bombs Illuminators have managed to turn their own arts of Fireworks to use in combat as well, unleashing Bright Flashes, Thick Smokes and Loud Bangs to stun and confound their enemies. Up to Half of an Illuminator’s Bombs per day can be used as Firework Bombs. These Bombs work the same as regular bombs with the following changes. Firework Bombs inflict no damage, instead select one of the following effects; Fatigued, Shaken or Sickened. At 4th level add the following effects; Dazed, Dazzled and Staggered. At 8th level add the following; Exhausted, Frightened and Nauseated. Finally at 12th level add; Blind, Deaf and Stunned. This effect lasts a number of Rounds equal to the Alchemist’s Intelligence Modifier. A Fortitude Save is allowed each round to remove the effect. Targets in the Splash effect must save or suffer the condition for 1 round. This ability replaces Mutagens.

So
No Mutagen
A couple of Extra Bombs per day and Half of his Bombs per day can be turned into Status Effects instead of Damage.

This overall seems much more reasonable. Good job.

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