| Rallaster |
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First archetype I have done. This is a weird one, a fighter specialized in alchemical weapons, he doesn't get alchemist bombs or anything like that.
The Alchemical Fighterrelies on making his own alchemical weapons and fights with them. I'm currently playtesting this class in a friend's game, going well for now, though I think I'm taking away proficiency with medium armor and leaving him with light armor.
| Malwing |
Great effort. Personally I think technology and alchemy should be used as a balancing factor in regards to martial/caster disparity ever since I made a 'Hawkeye' archer fighter build and put ranks in craft(alchemy) to make my own alchemical arrows. I would say to make the concept interesting you might need more alchemical weapons.
That said, you may well just make an alternate 'gish' alchemist/fighter because you replace enough things where this doesn't really resemble a fighter anymore.
| Malwing |
Well aesthetically it feels right. Basically we have arcane magic, divine magic, nature divine magic and alchemy.
Arcane:
full-wizard
6/9-magus
4/9-bloodrager
divine:
full-cleric
6/9-inquisitor
4/9-paladin
nature:
full-druid
6/9-hunter
4/9-ranger
alchemy
full-nothing
6/9-alchemist
4/9-nothing
If any blanks need filling I'd think it would be a full bab 4/9 alchemist.
| Ciaran Barnes |
Well, its very different from what I imagined it would be. But that can be a good thing. I figured mutagen would be prominant.
I guess from an overall design standpoint, you've really made this "fighter" very un-fighter-like. He doesn't get a single fighter class feature until 6th level. You're trying get achieve the concept so quickly that you've wiped the fighter out of it.
I like that the proficiencies drop a bit in excange for extra skills, and I like trading Bravery for some kind of poison or alchemy resistance. So, you should definitely have an alchemy themed class feature at 1st level, but I would leave every other bonus feat alone. I would swap out armor and weapon training for whatever you to throw in.
It might be fun to throw in a limited form of Bombs, even if it has to wait until 3rd or 5th level.
| Rallaster |
I guess from an overall design standpoint, you've really made this "fighter" very un-fighter-like. He doesn't get a single fighter class feature until 6th level. You're trying get achieve the concept so quickly that you've wiped the fighter out of it.
That's why I opted on just making it a class unto itself
found here| Malwing |
I think the martial alchemist needs some thing to function off of that's unique to him.
Recommendation; give him a pool of points that he can use to do a scaling touch attack to 'deconstruct' things. Then let him use discoveries and give him new discoveries that let him use his point pool generate alchemical item effects or bomb effects. Basically give him touch attack 'bombs' instead of splash weapon bombs and allow him to freeze, burn, sticky with them as well. Potentially allow him to apply these to weapons as well.
| christos gurd |
Ciaran Barnes wrote:I guess from an overall design standpoint, you've really made this "fighter" very un-fighter-like. He doesn't get a single fighter class feature until 6th level. You're trying get achieve the concept so quickly that you've wiped the fighter out of it.That's why I opted on just making it a class unto itself
found here
and members should have nicknames like "full metal" or "strongarm". Really though this is an interesting to go.
| Ciaran Barnes |
I'm no expert on balance, but its looking pretty good. 1st level is a little light, considering its +1 to a single skill and the equivalent of a trait. The exception (in my opinion) is that you should drop Master Craftsman from 4th level. Spellcasting and two feats seems too much.
Just for you to think about though, I have the following suggestions:
1) Change the name of alchemical study to simply Alchemy. Include the bit about using perception to identify potions, and note that extracts/formulae don't begin until 4th level.
2) get rid of Alchemical Quickdraw. Its kind of neat, but not enough for a class defining 1st level feature.
3) Change Improved Alchemy to something like Alchemical Weaponry and move it 1st level.
4) Add Bonus Feat or Discovery to every even numbered level, including level 2.
5) I made an alchemist rewrite a while back (which I abandoned) and dumped Poison Resistance. I replaced it with Alchemical Resistance. It have a 1/2 level bonus to saving throws against all alchemy, such as poison, alchemical items, bombs. I forget now, but I might have also put in something there about improving AC vs alchemical items and/or energy resistance against alchemical items. Anyhow, just something to think about. Poison Resistance isn't considered a great class feature.
6) I would lower Deadly Alchemy to simply +1 instead of +1/+2.