Changing the Scavenger(Inquisitor) for an Alchemist


Homebrew and House Rules

Silver Crusade

I came up with the idea for a character who is good with engineering and constructs. The Construct Rider was the most close one I could get my hands on, but it has some serious flaws(like the inability to heal its pet).

Them I decided to modify other existing archetype to achieve what I wanted. It's actually a pretty simple approach, I'm just altering the existing Scavenger Inquisitor Archetype to fit into the Alchemist.

Gadgetry (Su)

Spoiler:
A scavenger is a master of mechanical arts rather than alchemical ones, and he gains a competence bonus on Craft (clockwork) checks equal to his class level.

He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A scavenger does not gain any bonuses to or special uses of the Craft (alchemy) skill.

Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects. Alchemist discoveries that affect extracts result in identical effects on a scavenger’s gadgets (such as the infusion discovery, which would allow another creature to use a gadget, just as it would allow that creature to use an extract).

This ability modifies alchemy

Jury-Rig (Ex)

Spoiler:
Beginning at 2nd level, a scavenger can sacrifice one of his gadgets to repair or enhance an adjacent mechanical device, such as a lock, trap, or vehicle. Doing so either repairs 1d6 points of damage per extract level of the gadget sacrificed or applies a bonus or penalty to one specific skill check involved in using the device. The scavenger could, for example, sacrifice a gadget to impose a penalty on all Disable Device checks to disarm a trap, add a bonus on all Disable Device checks to open a lock, or add a bonus on all Profession (driver) checks to drive a carriage.

This modifier is equal to twice the extract level of the gadget sacrificed, and lasts for 10 minutes per class level.

This ability replaces poison use.

Construct Mastery (Ex)

Spoiler:
At 2nd level, a scavenger gains a +2 bonus on all Craft checks to modify or repair creatures of the construct type, as well as a +2 bonus on all weapon damage rolls against constructs. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, the scavenger gains Craft Construct as a bonus feat, even if he does not meet the prerequisites, if he already has this feat via another trait, such as the Construct Rider archetype or Promethean Disciple discovery, he is considered to have the feat Craft Magic Arms and Armor for building and modifying Constructs.

This ability replaces the alchemist’s poison resistance and poison immunity.

Mechanical Inspiration (Ex)

Spoiler:
At 6st level, a scavenger gain a pool of inspiration equal to his Intelligence modifier. He can expend one use of inspiration as a free action to add 1d6 to the result of an Appraise, Disable Device, and Knowledge (engineering) checks, as long as he is trained in those skills. This ability count as having the Amateur Investigator feat for the purpose of prerequisites.

This ability modifies swift poisoning.


So a few things. I like this as an archetype quite a bit. Doesn't seem too overpowered compared to stuff we already have. But it does still keep in mind the balance issues that come up when trying to have a construct companion. But I think you overlooked that Alchemists do not get Mending or Make Whole, spells basically required to have construct companions, by default. I would recommend adding them and similar spells such as jury-rig (For small constructed items), and perhaps a few more thematic spells. Perhaps pull some stuff from the Artifice domain?

My other thought is something similar to the way a certain cleric archetype (Can't remember the exact one but I believe it was in the tech guide) had the ability to heal constructs with healing type spells (Cure, Heal, ECT...). They split the healing they did in half for any of these spells, no matter the target. But this healing could affect constructs as if they were living creatures. That should make it much easier to repair and heal your construct buddy. Which is a huge issue in pathfinder if your GM is running the rules without a lot of homebrewing, because Constructs cost a load of money and don't have a load of health and are much lower CR then they should be in my opinion for their cost.

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