Homebrew Alchemist Archetype (The Technologist)


Homebrew and House Rules


Author's intent: The Technologist is a back-row artillery support archetype that both compliments and serves as an equally attractive alternative to the Siege Mage, while establishing itself on its own merits. It is compatible with the Trap Breaker archetype in synergy as a defense oriented class capable of hindering enemy movement with mines, raining artillery fire down on them and picking off survivors with a bomb. As an archetype, it focuses heavily in animating objects to serve varied roles such as scouts, artillery and suicide bombers. They excel in large open areas where they can use their animated siege weapons and ranged weapons with much freedom.

Technologist Alchemist Archetype

No stranger to the battlefield where they have carved a name for themselves, Technologists are masters of siege warfare who by themselves, can command a company of siege engines to battle with just a mere thought.

Calculated Ballistics
A Technologist applies any relevant feats as well as his intelligence modifier to the ranged attack rolls of all objects controlled under the effects of his Animation Engine class feature.
This replaces the Throw Anything class feature.

Animation Engine
As a standard touch action, a Technologist can use the magical energy inherent in his bombs and install those energies upon an inanimate object to grant an effect similar to the animate object spell, treating his Technologist level as his caster level. This consumes one of his daily allotment of bombs per animated object.
Although the Technologist can animate multiple objects equal to his daily allotment of bombs, he must maintain concentration to make a free attack with one animated object per round using his base attack bonus. He can still order the remaining animated objects to do non-aggressive actions such as reloading, moving and taking aim. An Animation Engine is mentally controlled by the Technologist and can operate within a range of 100ft.
This replaces the Mutagen class feature.

New Discoveries available to the Technologist:

Hibernation Sequence - As a standard action, A Technologist can put his Animation Engine in a powered-down state, pausing the duration of the animated object indefinitely. As long as the object is within 100ft. of the Technologist, he can mentally reanimate his Animation Engine as a standard action to power it up again. The Animation Engine can remain in a powered-down state equal to the Technologist's level per day before becoming permanently inert.

Self-Destruct Sequence - As a swift action, A technologist can mentally command one animated object under the effects of his Animation Engine to explode, damaging adjacent targets equal to half the Technologists' bomb damage. Regardless if the object is still intact, it becomes inanimate unless installed with a new Animation Engine. Once per round, any animated objects destroyed can be triggered to explode as an immediate action by the Technologist instead.

Overload Sequence - As a swift action, a Technologist can mentally command one animated object to imbue its next ranged attack with half of the Technologists' bomb damage. Regardless if the attack hits, the object becomes inanimate unless installed with another Animation Engine. Requires the Self-Destruct Sequence Discovery.

Advanced Intelligence Sequence - The Animation Engine now imparts a portion of the Technologist's intelligence on the objects he animates. He can now make separate attacks with his animated objects per round equal to his Base Attack Bonus. Moreover, he can trade away his attacks to make multiple readied actions with his animated objects per round equal to his Base Attack Bonus. Alchemist 8.

Siege Study
A Technologist's extensive study into the intricacies of Siege Warfare may opt to learn a free feat in lieu of a Discovery.
The available free feat selections are: Rapid Reload, Point Blank Shot, Siege Engineer, Master Siege Engineer, Siege Gunner, Cannon Master, and Field Repair.

Perfected Animation Engine
The duration of objects under the effects of the Animation Engine is increased to an hour per level.
This replaces the Persistent Mutagen class feature.


Can I get some feedback for my archetype please?

RPG Superstar 2015 Top 8

The rules are convoluted and difficult to understand.

Animate Objects doesn't work that way. Animated objects have their own stats and actions, are not controlled by their animator, and cannot perform other actions than attack. Maybe telekinesis is the spell you are looking for? In any case, it is not clear in rule terms what these abilities actually do (or are supposed to do). And siege weapons aren't mentioned even once. Technically, you could animate siege engines with animate object, but they obviously wouldn't function as siege weapons.

Also, technologist is an odd name for someone who manipulates matter at a distance with his mind/magic.


Alright, thanks for the feedback then.

It's not necessarily an animated object as per the spell but more in line with the Siege Mage's Siege Engine Bond class feature, being he can control siege engines and ranged weapons mentally.
But with the benefit that unlike the Siege Mage, this archetype can control multiple siege weapons and ranged weapons per use of his daily allotment of bombs.

Well, I could change the Archetype name to Siege Chemist, I guess. I was going for an alchemic tinkerer who developed a device called an 'Animation Engine' using parts from his bombs that enables him to control siege engines and ranged weapons remotely.

RPG Superstar 2015 Top 8

I think you have to decide whether you want to focus on siege weapons (which have their own rules) or more general on ballistic abilities.

For the first, I would stick to the siege mage's class feature and try to make it synergize with bombs. Having the means to carry my siege weapon around would also be high on my priority list (wizards can use shrink item, alchemists can't).

For the latter, I would try to create an ability based on telekinesis. Ballistic objects could just explode on impact (alchemist-style) or maybe the alchemist could increase their mass/inertia to cause additional damage.


Thanks for that. I'm gonna go ahead and post my 4th iteration of this archetype.

Siege Technologist Alchemist Archetype

No stranger to the battlefield where they have carved a name for themselves, Siege Technologists are masters of siege warfare. Aiding in their task is a marvel of their own creation - the Animation Engine, a device capable of controlling these Siege Engines remotely by the power of their own thoughts.

Class Features:

Calculated Ballistics
A Siege Technologist applies any relevant feats as well as his intelligence modifier to the ranged attack rolls of all objects controlled under the effects of his Animation Engine class feature.
This replaces the Throw Anything class feature.

Animation Engine
As a standard touch action, a Siege Technologist can quickly reconfigure his bombs into an animation engine and install this new device upon an inanimate siege engine or ranged weapon to form a telekinetic bond with it. He can utilize the power of this bond to move, aim, reload and fire the animated object remotely for 1 minute per Siege Technologist level as long as he’s within 100 feet. He must be proficient with the object he attempts to operate using Animation Engine and must still take the required amount of time and actions to control a siege engine or ranged weapon in this manner. This consumes one of his daily allotment of bombs per animation engine.
Although the Siege Technologist can animate multiple objects equal to his daily allotment of bombs, he must maintain full concentration to make an attack with the animated object using his highest base attack bonus as a standard action. He can still order the remaining animated objects to do non-aggressive actions such as reloading, moving and taking aim.
This replaces the Mutagen class feature.

New Discoveries available to the Technologist:

Hibernation Sequence - As a standard action, A Siege Technologist can put his Animation Engine in a powered-down state, pausing the duration of the animated object indefinitely for a number of days equal to the Siege Technologists' level before becoming permanently inert. As long as the object is within 100 feet of the Technologist, he can mentally reanimate his Animation Engine as a standard action to power it up again.

Self-Destruct Sequence - As a swift action, a Siege Technologist can mentally command one animated object under the effects of his Animation Engine to explode, damaging adjacent targets equal to the Siege Technologists' bomb damage. Regardless if the object is still intact, it becomes inanimate unless installed with a new Animation Engine. Furthermore, any animated objects destroyed can now be triggered to explode as an immediate action by the Siege Technologist instead.

Overload Sequence - As a swift action, a Siege Technologist can mentally command one animated object to use the Explosive Ammunition or Siege Bomb Discovery on its next attack. Regardless if the attack hits, the object becomes inanimate unless installed with a new Animation Engine. Requires the Self-Destruct Sequence Discovery and the Explosive Ammunition or Siege Bomb Discoveries.

Advanced Intelligence Sequence - a Siege Technologist can now make separate attacks with an animated object per round equal to his Total Base Attack Bonus. Moreover, he can trade away his attacks to make multiple readied actions with an animated object per round equal to his Total Base Attack Bonus. Alchemist 8.

Siege Study
The Siege Technologists may select one of the following feats in place of a discovery: Rapid Reload, Point Blank Shot, Siege Engineer, Master Siege Engineer, Siege Gunner, Cannon Master, and Field Repair.

Perfected Animation Engine
The duration of the Animation Engine is now increased to an hour per level.
This replaces the Persistent Mutagen class feature.

RPG Superstar 2009 Top 32

I'm not sure that this is an archetype or if it is a "new class" that is a hybrid of the Summoner and the Alchemist.

Either way, it is interesting.


Its really nothing 'new'. It just adds something that logically, an alchemist should have an archetype to: Siege Combat.

I just borrowed some things from 3pp and the Siege Mage to make one.

And then I bounced the ideas around 4chan and reddit. Very helpful.

And after several iterations, I posted it here.

Like I said: nothing special.

Its an alchemist that can trade away his bomb to control a siege weapon.

RPG Superstar 2015 Top 8

That's better. The revised version conveys a clear picture of what you intend to do.

A few observations:

-Be careful with your rules language. For example: "applies his Int modifier" Does that mean in addition to or instead of his Dex modifier? There is no such thing as a "standard touch action". I would also avoid the term "concentration" as it has a very specific meaning in the context of the magic rules. etc. I always find it useful to look for similar effects in existing rules and stick to the wording as closely as possible.

-I would think that remotely firing should still require line of sight to both the target and the weapon.

-Another thing to consider: The siege mage's feature ommits the whole "attended objects receive a saving throw"-clause, which makes kind of sense. But if you extend the ability to other ranged weapons, it becomes possible for the alchemist to gain control over the ranger's bow or the gunslinger's firearm, which is probably not intended.

-"Furthermore, any animated objects destroyed can now be triggered to explode as an immediate action by the Siege Technologist instead." Do you mean destroyed by other means?

-"a Siege Technologist can now make separate attacks with an animated object per round equal to his Total Base Attack Bonus. Moreover, he can trade away his attacks to make multiple readied actions with an animated object per round equal to his Total Base Attack Bonus. Alchemist 8." I assume you mean that he can make a full attack, similar to the Fast Bombs discovery (I would try to word it accordingly).
I'm not sure why you would allow multiple readied actions (how would that even work? You can only ready a standard action, a move action, a swift action, or a free action.)


Thanks for the feedback.

-Yes, it applies to his INT modifier ONLY. I mean, you can't apply your DEX to a ranged weapon you're not wielding personally.

-sorry, reworded as a standard action to make a touch attack.

-Concentration. Yes, I meant it in the same way a spellcaster maintains control of a spell. This is a balancing mechanic.

-remotely firing does not necessarily require a line of sight. Since, there are a handful of Siege Engines that uses indirect fire rules. And if the Siege Technologist insists on firing his weapons remotely without line of sight, he'll have to contend with all of the usual penalties for it.

-Yes, the Siege Technologist cannot use it on an attended object. For obvious reasons, in which he has to spend a standard action to install the device on the ranged weapon, undisturbed if I may add.

-Thank you for the correction regarding the mechanics for the Self-Destruct Sequence.

-Multiple Readied Actions to grant each ranged weapon ONE attack based off of the Siege Technologist's TBAB. Flavor and mechanics-wise, its for players who want to make the Animated Weapons serve as Sentry Guns.

RPG Superstar 2015 Top 8

Sorry if I'm nagging and criticizing, but I find the concept interesting and challenging and I really want you to succeed. However, I think you make this a lot more complicated than it needs to be and you create a whole lot of new problems with your approach.

The Green Traveller wrote:
-Concentration. Yes, I meant it in the same way a spellcaster maintains control of a spell. This is a balancing mechanic.

Maintaining concentration requires a standard action and it can be interrupted. Concentration checks also have a DC related to spell level. I'm not sure how this would interact with controlling a siege engine, at least not without further explanation.

The Green Traveller wrote:
-Yes, the Siege Technologist cannot use it on an attended object. For obvious reasons, in which he has to spend a standard action to install the device on the ranged weapon, undisturbed if I may add.

Unfortunately, it is not that obvious at all. A touch attack can't be disturbed, it doesn't even provoke an attack of opportunity. I could totally touch the gunslinger's firearm as a standard action, take my 5-foot-step, and use a swift action to cause it to self-destruct. And there is nothing they could do about it! I could also use it to help the party gunslinger, spending my move action to reload their gun.

The Green Traveller wrote:
-Multiple Readied Actions to grant each ranged weapon ONE attack based off of the Siege Technologist's TBAB. Flavor and mechanics-wise, its for players who want to make the Animated Weapons serve as Sentry Guns.

I see. Then I would suggest a different wording, similar to a trap with a trigger condition.

Come to think of it, the whole animation engine mechanic raises some questions. Is it a physical thing? Does it have hardness and hit points? Can it be detected, disarmed, dispelled, destroyed?
Unless you are really married to the idea of an animation engine, I would suggest changing it into a telekinetic ability that is fueled by the energy of the alchemist's bombs. It works, because magic. No need to make it more complicated.


Hey, its no problem. Thanks for your feedback since I appreciate another pair of eyes and brains to point out things I may have missed.

Okay, I'll remove concentration entirely, and simply make it a standard action to control, though would still leave the technologist vulnerable to an attack of opportunity.

I'll make it specific that a Siege Technologist cannot use Animation Engine on an attended object. Regarding the gunslinger example - many class features being used for unintended purposes happen. I don't have a way to address that problem currently.

I will consider changing the wording. If you have a suggestion, I'd be happy to hear it.

As for the Animation Engine. I will concede to your logic - easier is better. Perhaps maybe the bomb's energy is used to form the link, while the bomb device itself may just simply serve as a sort of "remote control" for the siege technologist.


Alright, here's my 10th Iteration of the archetype:

Siege Technologist Alchemist Archetype

No stranger to the battlefield where they have carved a name for themselves, Siege Technologists are masters of siege warfare. Aiding in their task is a marvel of their own creation - the Animation Engine, a device capable of controlling these Siege Engines remotely by the power of their own thoughts.

Class Features:

Calculated Ballistics
A Siege Technologist applies any relevant feats as well as his intelligence modifier to the ranged attack rolls of all objects controlled under the effects of his Animation Engine class feature. Weapons that are currently wielded by others or by the Siege Technologist do not benefit from Calculated Ballistics.
This replaces the Throw Anything class feature.

Animation Engine
As a standard action, a Siege Technologist can quickly reconfigure his bombs into an animation engine and install its energies upon an unattended inanimate siege engine or ranged weapon to form a telekinetic bond with it. He can utilize the power of this bond to move, aim, reload and fire the animated object remotely for 1 minute per Siege Technologist level as long as he’s within 100 feet. He must be proficient with the object he attempts to operate using his Animation Engine and must still take the required amount of time and actions to control a siege engine or ranged weapon in this manner. This consumes one of his daily allotment of bombs per animation engine.
Although the Siege Technologist can animate multiple objects equal to his daily allotment of bombs, he must take a standard action to make an attack with the animated object using his highest base attack bonus. He can still order the remaining animated objects to do non-aggressive actions such as reloading, moving and taking aim.
The Animation Engine can be removed with a successful dispel or disable device check (DC 25 + Siege Technologist level)
This replaces the Mutagen class feature.

New Discoveries available to the Technologist:

Hibernation Sequence - As a standard action, A Siege Technologist can put his Animation Engine in a powered-down state, pausing the duration of the animated object indefinitely for a number of days equal to the Siege Technologists' level before becoming permanently inert. As long as the object is within 100 feet of the Technologist, he can mentally reanimate his Animation Engine as a standard action to power it up again.

Self-Destruct Sequence - As a swift action, a Siege Technologist can mentally command one animated object under the effects of his Animation Engine to explode, damaging adjacent targets equal to the Siege Technologists' bomb damage. Regardless if the object is still intact, it becomes inanimate unless installed with a new Animation Engine. Furthermore, any animated objects destroyed by other means can now be triggered to explode as an immediate action by the Siege Technologist instead.

Overload Sequence - As a swift action, a Siege Technologist can mentally command one animated object to use the Explosive Ammunition or Siege Bomb Discovery on its next attack. Regardless if the attack hits, the object becomes inanimate unless installed with a new Animation Engine. Requires the Self-Destruct Sequence Discovery and the Explosive Ammunition or Siege Bomb Discoveries.

Advanced Intelligence Sequence - A Siege Technologist can quickly control his Animation Engines to make separate attacks as a full-round action if his base attack bonus is high enough to grant him additional attacks. Alchemist 8.

Sentry Sequence - As a swift action, a Siege Technologist can mentally command his animated object to serve as a 60 foot proximity trap instead, using the Siege Technologists' Perception Score and Highest Base Attack Bonus. The animated object must require a clear line of sight to make their ranged attacks and cannot make full attacks. Alchemist 12.

Siege Study
The Siege Technologists may select one of the following feats in place of a discovery: Rapid Reload, Point Blank Shot, Siege Engineer, Master Siege Engineer, Siege Gunner, Cannon Master, and Field Repair.

Perfected Animation Engine
The duration of the Animation Engine is now increased to an hour per level.
This replaces the Persistent Mutagen class feature.

RPG Superstar 2015 Top 8

This is how I would do it, sticking closer to the siege mage. Pretty much a first draft, but you'll get the idea.

Siege Bomber:
Siege Bomber

[Description]

Bonus Feats: A siege bomber can select Field Repair, Master Siege Engineer, Point Blank Shot, Rapid Reload, and Siege Gunner in place of an alchemical discovery.

Siege Engine Bond (Su): At 1st level, a siege bomber can bond with a single siege engine within 30 feet and line of sight as a standard action. He can utilize the power of this link to reload, aim and fire the siege engine remotely (as long as he's within 30 feet), though it still requires a crew to reload the siege engine. To fire a bonded siege engine, the siege bomber uses his base attack bonus and adds his Intelligence modifier in place of his Dexterity modifier. It still takes the normal required amount of time and actions to control a siege engine in this manner.
The siege bomber can end this bond with a free action. He can bond with a siege engine in this manner a number of times per day equal to his Intelligence modifier (minimum 1) but can only be bonded with one siege engine at a time.
This ability replaces mutagen and throw anything.

Siege Engineer: At 1st level, the siege bomber gains Siege Engineer as a bonus feat, even though he does not meet the prerequisites for that feat. This ability replaces Brew Potion.

One-Man Army (Ex): Starting at 2nd level, a siege bomber learns to operate a siege weapon without the help of a crew. For the purpose of assembling and operating a siege engine, he counts as having a crew of Medium-sized workers equal to his alchemist level at his disposal. This ability replaces poison use and poison resistance.

Quick Assembly (Su): At 3rd level, a siege bomber can telekinetically assemble siege engines with astounding speed. It takes him half the normal amount of time to assemble a siege weapon.
At 6th level, a siege bomber can telekinetically assemble a siege engine as a full-round action.
At 18th level, a siege bomber can use shrink item on a bonded siege engine at will. If he ends his bond, the shrunk siege engine returns to its original size immediately.
This ability replaces swift alchemy, swift poisoning, and instant alchemy.

Discoveries: A siege bomber gains access to the following discoveries:
Explosive barrage: An alchemist with this discovery can treat his bonded siege weapon as if it had the conductive weapon special ability for the purpose of his bombs. An alchemist must be at least 8th level before selecting this discovery.
Multi-Fire: An alchemist with this discovery can bond with a number of siege engines up to his Intelligence modifier. The alchemist can fire multiple siege engines 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 alchemist must be at least 8th level before selecting this discovery.


Well, damn. Most of those certainly sound better.
But I don't think trading away a large chunk of his class features would be a good idea, especially since it locks him as a stand-alone archetype.

But if I may interject? One of the key-points of the Siege Technologist is that he's not limited to Siege Engines only, unlike the Siege Mage.
He can also animate Ranged Weapons like crossbows as well, making him a more flexible class to bring around in an adventuring party.

I don't want to replicate the Siege Engine Bond class feature of the Siege Mage, as much as making my own revised version of it. In fact, one of the balancing mechanics I had in mind was making the Alchemist trade his bombs for a remote weapon instead. This is to lessen the number of Explosive Ammunitions and Siege Bombs the Alchemist can spam throughout a session.

Also, One Man Army could get pretty broken at later levels, when the number of crew men operating a siege engine actually increases movement range, reloading time and accuracy.

RPG Superstar 2015 Top 8

Quote:
But I don't think trading away a large chunk of his class features would be a good idea, especially since it locks him as a stand-alone archetype.

I guess that comes down to personal preferences, but most of these aren't defining features of the alchemist in my opinion. You still have your abstracts and bombs.

Quote:

One of the key-points of the Siege Technologist is that he's not limited to Siege Engines only, unlike the Siege Mage.

He can also animate Ranged Weapons like crossbows as well, making him a more flexible class to bring around in an adventuring party.

If we agree that animating attended weapons might be fun but also potentially broken, then this ability has limited applicability. Why not just fire a ranged weapon normally? There are a few merits:

1) you can apply your Int bonus in place of your Dex bonus for attack rolls,
2) you have your hands free,
3) you can fire from an advantageous position, ignoring cover/range penalties, and
4) you can shoot someone in the back while distracting them or shoot at them without them noticing that you are the attacker.

3) and 4) are very conditional, and if it only works on unattended objects, opponents can simply pick up the weapon to thwart you. 1) and 2) could be useful. 2) is basically dancing for a ranged weapon. 1) is nice, not really necessary (alchemists can focus on Dex for a ranged build). So if I were aiming for 1), I would simply create a discovery that makes a ranged weapon dancing.

Quote:
I don't want to replicate the Siege Engine Bond class feature of the Siege Mage, as much as making my own revised version of it. In fact, one of the balancing mechanics I had in mind was making the Alchemist trade his bombs for a remote weapon instead. This is to lessen the number of Explosive Ammunitions and Siege Bombs the Alchemist can spam throughout a session.

Sure. But siege engines are still highly ineffective compared to other combat options. They are slow, clumsy, and only deal a moderate amount of damage. I haven't done the math, but I'm assuming that in most cases you are better off throwing bombs or going into melee.

Quote:
Also, One Man Army could get pretty broken at later levels, when the number of crew men operating a siege engine actually increases movement range, reloading time and accuracy.

It's basically the siege mage's siege engine bond upgrade gained at 10th level, transformed into a scaling feature.


Actually, animating ranged weapons have several fun applications you might have missed.

You mentioned Free hands. In the case of the Alchemist, this means he can control one weapon to attack, another weapon to reload, and still have enough time to apply poison or other things to his ammunition, especially if he wants to include Grenadier as his other archetype.

The flexibility in the roles he can adopt in a given encounter is vast. Having animated weapons that serve as scouts, turrets and suicide bombers makes him useful during combat whether in an offensive role like ambushing a camp, or defensive role like protecting a caravan. While all of this is going on, he can still find equal opportunity to support allies.

Oh, and by the by, you're right that Siege Engines don't really do as much damage as a properly optimized martial class. But like I said before, I think the Alchemist is one of the classes, like the wizard and gunslinger, that really should have an archetype based on siege combat.

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