| LoneKnave |
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Inspiration here. That, and hexcrafter.
An alchemical knight is master of creating and using alchemical concoctions during combat. Using their unique arcane and alchemical talent, they mix alchemical potions and weapon blanches fit for the situation right on the field of battle, that they are then, thanks to their unrelenting combat drills, able to apply to themselves (or their weapons) in a split second.
They are also able to combine their martial skills with the use of alchemical weapons, raining down alchemical fire, ice, and electricity (and sticky goo stuff) and blows from their weapons on their enemies at the same time.
Alternate Class Features:
This replaces the normal weapon and armor proficiencies, and the Medium armor and Heavy armor abilities of the Magus
When using Craft (alchemy) to create an alchemical item, an alchemical knight gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemical knight can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Alchemy replaces the standard Magus spellcasting and cantrips.
At 1st level, an Alchemical Knight can spend 1 point from his alchemical pool to create a weapon blanch as a swift action. He still needs to use a standard action to apply it. Like an extract, this weapon blanch goes inert if it leaves the possession of the alchemical knight, unless he has the infusion discovery. Applied or not, the blanch is extremely unstable and only lasts or one minute before becoming useless.
A weapon treated with the blanch gains a +1 enhancement bonus. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple blanches do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added, or the blanch does not work with that weapon. These bonuses and properties are decided when the blanch is made.
This feature replaces Arcane Pool
This feature replaces Spell Combat
This feature replaces Spellstrike.
Any arcana that gives new ways to use the arcane pool instead can be used to create alchemical items with the same effects by spending alchemy points. They only affect the user once used (as a standard action). Arcanas that require an immediate action to use (like arcane edge) are applied as weapon blanches and take effect on the next successful hit.
This feature modifies Arcane Discovery.
New arcana:
This feature replaces Spell Recall.
This feature modifies Knowledge Pool.
This feature modifies Improved Spell Combat.
This feature modifies Improved Spell Recall.
This feature modifies Greater Spell Combat.
This feature replaces Greater Spell Access
At 20th level, the Alchemical Knight becomes master of both combat and alchemy. He never provokes an AoO for using items or drinking extracts and potions. When using Alchemical Combat, he can use an alchemical item at every iterative attack he makes.
Alchemist and Alchemical Knight levels stack for the purpose of determining your daily extracts.
| Excaliburproxy |
If you want to catch this up to the normal magus in attack power then how about this as a arcana:
Extract Infused Bomb: This arcana allows the Alchemical Knight to enhance the power of her bombs with magical energy from her extract. When using the Alchemical bomb arcana by itself or with Alchemical strike, the Alchemical Knight may opt to expend a readied alchemist extract as well. She does not gain the usual effects of the extract but rather, the bomb's damage increases by 1d6 for each level of the extract expended.
Requires: Alchemical Bomb
| LoneKnave |
This archetype has a lot going for it imo. They are a lot more flexible than the Magus (despite not having as many raw damage options), can access things like Mutagens, and they still do more AoE damage, and can hand out potions to allies like candy. With Mutagens+Self buff+Alchemy pool weapon Blanche, he doesn't need better damage to outfight most martials.
If I wanted to buff the straight damage build, I'd upp the Alchemical Bomb damage rating to full 1d6/2 levels. That, combined with bomb related discoveries, would let him use a bomb+attack at each iterative, which would do damage to AoE (or higher damage to single target) that even the mad bomber alchemist would be proud of. Not sure if I even want that, although I think it'd be fine, considering how limited the pool is, and how that'd eat into its other applications.
| Excaliburproxy |
I dunno man. Those iterative attacks aren't hitting touch like a bomb, though. I feel like the actual damage will come from the first hit or two only even when mutigened up. I would almost never waste an alchemical point putting a bomb on a second attack.
I do think that recreate extract and infusion together are pretty versatile, though. That is neat.
I have one other worry though:
Is there really no equivalent of casting defensively for extracts? Just taking the attack of opportunity seems pretty dangerous, man.
| LoneKnave |
Well, he has heavy armor prof right away, can use a potion of shield or the shield arcana, and Mutagen can also give some more AC.
But you are right, that could be an interesting avenue to pursue. Possibly add that effect to alchemical strike, it's not like the ability is too strong.
I was thinking of adding another Arcana (or maybe modify the base Alchemical Pool ability) that lets you spend an alchemical point to combine a weapon blanche and an alchemical item/poison, so if you use a silver blanch or ghost salt your poison works on undead or something.
| Oceanshieldwolf |
@Lone Knave: also check out Elghinn's Alchemical Blade for inspiration.
Also, we have plenty of double ups of MCA combinations...
| Ashanderai |
Have you checked out the Martial Alchemist archetype from Magus of the Jade Oath?
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This feels significantly weaker than the magus and alchemist because you're taking away both classes' best offense and utility and not replacing them with anything noteworthy. A magus is totally neutered without spells and the ability to apply them using spell combat and spellstrike. Even with the bombs arcana, your bombs do less than half the damage of an alchemist's and your discovery progression is heavily limited. I would make the level gate be something like "you treat your alchemist level as 2 - your alchemical knight level."
If you can make weapon blanches that can give enchantment bonuses, why not let alchemical pool also apply things like silversheen or cold iron blanches?
I also really don't like alchemical strike. It's rather clunky mechanically. I'd prefer if it were like the grenadier archetype's alchemical weapon ability, except you can attach bombs and infusions to weapons. I'd totally play this class just for the ability to have a bomb-hammer.
This really benefits the alchemist more than the magus because this class is rather appealing to dip for an alchemist. They can take two levels in alchemical knight to get medium/heavy armor, alchemical pool, alchemical combat, and alchemical strike. There's little point in going full magus with this class. Recreate extract is good, but not worth the terrible scaling of this class.
It would be kind of cool if recreate extract could let you do so by tasting an existing potion.
That being said, I see creativity here. I like the general idea better than most that comes out of the MCA thread.
| LoneKnave |
Thanks for the reply Cyrad!
Why do you feel that Alchemical Combat is not an adequate replacement for Spell combat? Is it the lack of offense? Would going with lvl-2 alchemist progression (which is a good idea BTW) fix that?
The original idea for alchemical pool was that it'd supercharge alchemical items, so a silversheen/coldiron blanch would last longer and give more bonuses, but instead I kinda just copied the magus arcane pool. I think I'll go and fix that sometime, already got some ideas.
Alchemical strike is intentionally different from the grenadier ability. You already augment your weapon with the pool abilities, so I didn't want to add yet another thing to add to your weapon. But yeah, I'm not 100% happy with it either. How does something different, like being able to make combat maneuvers with alchemical items (on top of their normal effects, as a free action, with some bonus possibly) sound?
Could be a nice source of scaling, which I agree, isn't exactly there. The Pool abilities are too linear to keep it up probably. Improved and Greater alchemical combat are also pretty eeeeeeh.
That said, a level or two of alchemist would mean a lot, as you'd get the Mutagen discovery for free, some more pool points/bombs, throw anything, etc. I actually don't see the Alchemist winning that much more from this class than vice-versa.
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If you're an alchemist, dipping into alchemical knight gives you medium and heavy armor proficiencies and action economy benefits with extracts and alchemical items. It hurts your bomb progression by one or two levels, but it's still a good deal because it doesn't hurt your extract progression.
A magus, on the other hand, doesn't gain much from taking this archetype because he loses spells, which are much better than extracts in almost every way. Bombs, mutagen, and discoveries make an alchemist powerful, not extracts and the ability to craft alchemical items faster. Alchemical knight doesn't gain bombs until level 3 and has to lose a magus arcana for it -- and those bombs are significantly weaker. The ability to take discoveries is probably the only major upside to playing an alchemical knight over a standard magus. Even then, an alchemical knight won't be able to get 4th level discoveries until he's level 8. Overall, the magus isn't making fair trades.
Now look at the hexcrafter. The magus loses spell recall and gains the ability to take hexes in place of arcana. A hexcrafter essentially loses spell slots to gain pseudo-at-will abilities, some of them better than spells. He trades a powerful ability for a powerful ability that fills the same niche in his feature set. This is a fair trade.
| LoneKnave |
I was thinking the action economy benefits would bring extracts up to the level of spells; plus, the Alchemical knight is not limited to using extracts, he can use bombs and other alchemical items for his spell combat (which can be on level with most damage spells).
And although it didn't exist back then, now with that Inner Sea Gods feat that makes drinking potions a swift action it's even more even...
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I was thinking the action economy benefits would bring extracts up to the level of spells; plus, the Alchemical knight is not limited to using extracts, he can use bombs and other alchemical items for his spell combat (which can be on level with most damage spells).
And although it didn't exist back then, now with that Inner Sea Gods feat that makes drinking potions a swift action it's even more even...
Alchemical combat does not say the alchemical knight can use bombs, unless you mean with alchemical strike. Action economy benefits don't make extracts and alchemical items anywhere near as good as spells, especially when a vanilla magus gains those same benefits with spells. Ways to cheat the action economy with potion drinking existed before Inner Sea Gods. I'm looking at you sipping jacket and accelerated drinker trait.
Let's say Alice is a level 9 alchemist who dipped 2 levels into alchemical knight. Bob is a 11th level alchemical knight who took the bombs arcana at 3rd level. Both of them have access to 4th level extracts.
Alice's bombs deal 5d6 damage, and she has access to discoveries that a 6th level alchemist can take. She received 3 discoveries from her alchemist levels. Alice has all of the abilities Bob does, except for recreate extract, knowledge pool, improved alchemical combat. That doesn't bother her because she has boro beads and preserving flasks. Though she lost 1 die of bomb damage and 2 levels of discovery progression for multiclassing, she's got action economy benefits to extracts, a class feature she was going to use anyway had she went full alchemist. Not to mention she can wear heavy armor now. Overall, she sees this as a good trade and considers herself better off than Bob.
Despite being a non-multiclassing character, Bob's bombs only deal 2d6 damage and he has access to discoveries that a 4th level alchemist can take. While his alchemical knight levels gave him 3 discoveries/arcana, he had to spend one of them on bombs. If he was a vanilla magus, he'd be dealing 10d6 damage with Intensified shocking grasps that he can regain by spending arcane pool points. Sure, he can apply discoveries to bombs, but a vanilla magus of his level could cast stinking cloud, fireball, glitterdust, and more that would have better crowd control effects and better damage than his bombs ever could do. Not to mention an 11th level magus can cast a 10d6 fireball at the same arcane pool cost of a 2d6 alchemist bomb. Overall, Bob worst off for taking this archetype. In fact, he's even worst off than Alice, who multiclassed!
| LoneKnave |
Alchemical combat says it can use any alchemical items, and I assumed the bomb counts as one... although now that you point it out like that I should probably add that to the list just in case.
Also, I did say I like the idea of counting as alch-2 for bombs and discoveries, so that's also something that shores it up. Those changes would put them on a similar level I think, although I'm also considering just reworking alchemical pool as is.