My take on fixing the Alchemist for my homebrew:


Homebrew and House Rules


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Core abilities:

Infused Reagents:
Add:
"Alchemical items with this Trait use your Class DC"

Quick Alchemy:
Replace:
"This item has the infused trait, but it remains potent only until
the start of your next turn." with
This item has the infused trait, but it remains potent only until
the end of your next turn.

Perpetual Infusions:
Changed from 7/11/17 to 5/9/15
Decoupled from research field. Now reads: "Choose 2 level 1 alchemical items you can make except Elixir of life" for all 3 fields.

Alchemical Mastery:
from level 17 to level 15

Added:
Legendary Alchemist Level 19:
you become Legendary in Alchemist Class DC

Double Brew: (Level 9)
Replace whole ability with:
COMBINE ELIXIRS [free-action]
ADDITIVE 2 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item
that has the elixir trait and is at least 2 levels lower than
your advanced alchemy level.
You’ve discovered how to mix two elixirs into a single hybrid
concoction. You can spend 1 additional batch of infused
reagents to add a second elixir to the one you’re crafting.
The second elixir must also be at least 2 levels lower than
your advanced alchemy level, and the combination elixir is
an alchemical item two levels higher than the higher of the
two elixirs’ levels. When this combination elixir is consumed,
both the constituent elixirs take effect. For example, you can
combine two elixirs of life to create a combined elixir that
heals twice the normal amount, or you can combine a lesser
darkvision elixir with a lesser eagle-eye elixir to both gain
darkvision and find secret doors.

Arcane Alacrity: (level 15)
Replace whole ability with:
COMBINE ELIXIRS [free-action]
ADDITIVE 4 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item
that has the elixir trait and is at least 4 levels lower than
your advanced alchemy level.
You’ve discovered how to mix three elixirs into a single hybrid
concoction. You can spend 2 additional batches of infused
reagents to add a second and a third elixir to the one you’re crafting.
The second and third elixirs must also be at least 4 levels lower than
your advanced alchemy level, and the combination elixir is
an alchemical item four levels higher than the higher of the
three elixirs’ levels. When this combination elixir is consumed,
all the constituent elixirs take effect.

Research Field:

Bomber:
Level 1: Can choose Dexterity as Primary stat.
At level 15: Becomes Master with Alchemical bombs.

Mutagenist:
Replace 1st level ability with:
Can Choose Strength as his Primary stat. When imbibing an infused mutagen that he has crafted himself increase the item bonus by 1

Chirurgeon:
Add (on the level 1 ability):
"You also use Craft to qualify for any skill feat requiring Medicine. Your Treat wounds upgrades can use Craft rank instead of Medicine rank"

Class feats:

Removed:
Powerful Alchemy
Combine Elixir

Altered:
Revivifying Mutagen: Now it rounds up
Efficient Alchemy: They also cost half to make with downtime rules.
Enduring Alchemy: Quick alchemy lasts 1 minute
Potent Poisoner: Poisons deal minimum damage even on a successful saving throw (still deal 0 on a critical success)

Added:
(level 8 to replace Powerful Alchemy):
Healing bomb: Additive 2. You can make Elixir's of Life with this Additive (so 2 levels lower) that have 20ft range. Range increases for Bomb attacks affect this range.

(Level 6 to replace Combine Elixir):
Quick poisoner: You need 1 interact action to apply an injury poison to a weapon instead of 3.

Your opinions?


None of these seem overwhelmingly overpowered, but then I'm looking through the eyes of another fan of the class so I may potentially be biased.

Maybe for bomber and Mutagenist, have the option to use Int instead of Dex/Strength for attack rolls? Dex and Strength are still strong but Int stays your primary. Mutagenist still seems to need Strength, Dex, Con, and Int in the current rules and your version in either case, which isn't great. Not quite sure what I would do with that. Maybe Int bonus to attack damage, kinda like knowing exactly where to land a hit?

Having everything infused use Class DC might be overpowered, but honestly I think not. Letting you use lower level poisons and bombs but still be able to land effects with them for a trade off for damage is fair I think. Especially if alchemists are to be a buffer/debuffer class.

I think if you made Arcane Alacrity additive 2 or 3 instead of 4 would be fair too, it is a more improved version of the previous feat, and I think there are similar feats running around.

Now all it needs is to be officially accepted by Paizo so I can use it in PFS and it'd be perfect.


Aricks wrote:

None of these seem overwhelmingly overpowered, but then I'm looking through the eyes of another fan of the class so I may potentially be biased.

Maybe for bomber and Mutagenist, have the option to use Int instead of Dex/Strength for attack rolls? Dex and Strength are still strong but Int stays your primary. Mutagenist still seems to need Strength, Dex, Con, and Int in the current rules and your version in either case, which isn't great. Not quite sure what I would do with that. Maybe Int bonus to attack damage, kinda like knowing exactly where to land a hit?

Having everything infused use Class DC might be overpowered, but honestly I think not. Letting you use lower level poisons and bombs but still be able to land effects with them for a trade off for damage is fair I think. Especially if alchemists are to be a buffer/debuffer class.

I think if you made Arcane Alacrity additive 2 or 3 instead of 4 would be fair too, it is a more improved version of the previous feat, and I think there are similar feats running around.

Now all it needs is to be officially accepted by Paizo so I can use it in PFS and it'd be perfect.

my goal asn't to make him overwhelming powerful, just actually around the power level of most other classes ^^

Having made some Mutagenists and bombers, I find that a Mutagenist with 16 Int is good enough if you want to play him as a brute wrecking faces. The "str Primary" is for those occasions.

Dex primary for bomber is for similar reasons, although personally i find it unnessesary, i just added it for inclusion in case someone wanted to build him more like a dedicated damage dealer.

I find using Int to attack something that i would never allow in my homegames personally. Stats have their place and reason.

Arcane alacrity i thought maybe additive 3 was enough, but in the end i went with the more extreme additive 4 because it really ends up as really good action economy saver. 3 Elixirs at the cost of 2 actions (1 to make and 1 to drink) is really strong, and warrants some kind of control over it.

Combine elixirs used the formula of "1 extra elixir = -2 levels" so i went with that in the end, so "2 extra elixirs = -4 levels" hence the additive 4.

Thanks for the feadback, and i sure hope so!

Although, tbh, there's no way so many sweeping changes will be done by official errata at any point.


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It's a clear improvement for every type of alchemist. Ad this to some fixes to bulk and the class would be in a pretty good place. Good effort. ;)


I liked it!


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graystone wrote:
It's a clear improvement for every type of alchemist. Ad this to some fixes to bulk and the class would be in a pretty good place. Good effort. ;)

Ty, tbh, i do expect some HASTY errata about the Bulk issue, that's why i didn't include anything about that.

If an Errata doesn't come swiftly enough, I will just rule it that the Kit is 1 bulk and it includes the formula book.

Dante Doom wrote:
I liked it!

ty


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I would rule that Revivifying Mutagen does not immediately end mutagen duration, but rather that it's merely usable once per mutagen. That would make it desirable as a frequently used in-combat option, rather than a desperate last resort or relegated to out of combat scenarios (at which point the Alchemist can simply use the Medicine skill anyway). Even then it's far weaker than similar per-encounter combat healing options, like Lay on Hands for example, which both heals more and can be used on other targets.


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A fantastic fix for the alchemist, Shroudb. This needs more visibility.


shroudb wrote:


Potent Poisoner: Poisons deal minimum damage even on a successful saving throw (still deal 0 on a critical success)

What does minimum damage mean exactly?

Loading the +4 DC seems pretty hard you make unless poison DC always user the Alchemist DC?

Other than that, I mostly like it. Seems really needed to make the Alchemists class viable at all.


Faenor wrote:
shroudb wrote:


Potent Poisoner: Poisons deal minimum damage even on a successful saving throw (still deal 0 on a critical success)

What does minimum damage mean exactly?

Loading the +4 DC seems pretty hard you make unless poison DC always user the Alchemist DC?

Other than that, I mostly like it. Seems really needed to make the Alchemists class viable at all.

if stage 1 of a poison is, an an example, 4d6, minimum damage is 4.

as for DCs, everything "Invested" uses your Alchemist DC from my original change in the Invested trait in the top of the post.


You have inspired my homebrew for Alchemist.

...

A question I have for yours: Why the trajectory adjustment to make Alchemist eventually Legendary in Alchemist Class DC?


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rainzax wrote:

You have inspired my homebrew for Alchemist.

...

A question I have for yours: Why the trajectory adjustment to make Alchemist eventually Legendary in Alchemist Class DC?

Alchemist is not a "martial", his proficiency progression is that of a caster. Casters have lower weapon/armor proficiency but legendary DCs on their abilities.

In the same vein, I think that Alchemist should also get legendary DCs.

Afterall, the pf2 alchemist is basically a support that uses alchemical items for buffs and debuffs, with damage tossed in more like an afterthought at most. So he needs the same success rate as a caster needs for his spells.


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I've added this item for the Chirurgeon so he can do some in-battle psudo-healing. It's working pretty well. And since it's THP, there is no worry about it being used with quick alchemy. Not 100% on the numbers yet.

Liquid Bandage: [Alchemy][Bomb][Consumable] A quick drying semi-clear fluid that can be splashed over a creature to put out fire, sooth acids, and staunch bleeding. It also harden into thin barrier, providing a little protective before flaking off. A creature can be willingly be hit by this.

Minor: 1d6 temporary hit points for 10 minute, and they can immediately make a save against any persistent fire, acid, or bleeding damage.

Lesser: 3d6+6.

Moderate: 5d6+12, and the Flat DC is 10.

Greater: 7d6+18

Major: 8d6+21, and the flat DC is 5.

True: 10d6+27, and they can immediately end any persistent fire, acid, and bleeding damage.


Ok how about this:

Alchemical "Sting" Salve

Spoiler:

(Alchemy, Consumable, Tool)
These tiny vials of blueish-white substance are applied dermally to open wounds and areas of blunt trauma, and immediately begin working to re-seal torn flesh and dissolve into the bloodstream, creating a "stinging" sensation across the affected area of the recipient, and bolstering the immune system temporarily against ongoing effects.
Requirement: You have healer's tools.
Activate: Interact (AA) using healer's tools.
If you are trained in Medicine, you may combine two of the following actions into a single check: Administer First Aid (Stabilize), Administer First Aid (Stop Bleeding), Treat Poison, and/or Treat Wounds. If you also have the Battle Medicine feat, you may instead perform this as a single action (A) using healer's tools.

Minor: as described above.
Lesser: as described above, and the target gains a +1 item bonus to it's next check to recover (if you chose to Stabilize), stop bleeding (if you chose to Stop Bleeding), and/or save vs poison (if you chose to Treat Poison) correspondingly; if you chose to Treat Wounds, and rolled a critical success, the target regains an additional +1d8 hit points.
Moderate: As lesser, but the item bonus is +2 to the target's next check and/or +2d8 hit points on a critical success.
Greater: As moderate, but the item bonus is +3 to the target's next check and/or +3d8 hit points on a critical success.
Major: As greater, but the item bonus is +4 to the target's next check and/or +4d8 hit points on a critical success.

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