Alchemist


Homebrew and House Rules


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Alchemist

The following are minor changes to the Alchemist class with the intent to incentivize more variation across different Alchemists than the current set up allows.

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Class Abilities

Spoiler:

Quick Alchemy
You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of your next turn.

Changing one word. This allows the alchemist to use the current round to set up the next as a basic function of the class. The feat Enduring Alchemy will correspondingly be adjusted (below).


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Research Fields

Spoiler:

Bomber
You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas. When a fight breaks out, you can use mental math to calculate precise trajectories for your bombs. When you attack with a thrown alchemical bomb, you can add your Intelligence modifier to attack rolls instead of your Dexterity modifier. Furthermore, when throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.

This allows an Bomber who wants to rely solely on bombs for combat to de-incentivize Dexterity, freeing them up to allocate their ability scores to other areas such as Wisdom or Charisma (for skills, etc). It is also an accuracy booster for an Alchemist who goes all-in on Intelligence, whether or not they want to diversify. Essentially, allowing for more variation.

Chirurgeon
You concentrate on healing others with alchemy. You start with the following formulas in your formula book (in addition to those you select normally): Lesser antidote, lesser antiplague, and lesser elixirs of life. As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine’s untrained and trained uses, and hereafter substitute your Crafting proficiency for Medicine proficiency regarding all functions of the Medicine skill. You may also substitute your Alchemist's Tools for Healer's Tools regarding all functions of the Medicine skill.

This gives Chirurgeon access to all three "medical" formulas freely (instead of two of the three), allowing their other choices to be truly "free", and makes it so the scaling of Crafting subbing for Medicine is consistent through all character levels, consolidating proficiency in that skill completely. This effectively frees up their skills a little bit too (not having to increase Medicine), allowing for more variation.

Mutagenist
You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature’s physical or psychological being in order to strengthen another. You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas. You can gain the benefit of any mutagen, even if it wasn’t specifically brewed for you. Finally, whenever you imbibe a mutagen you personally crafted, increase it's item bonus (if any) by one.

This is a small combat / utility boost for the Mutagenist, to tilt the balance slightly against the drawbacks inherent in mutagens, as well as slightly reduce their dependance on their ability scores being preset a certain way. For those that go all-in on physical ability scores and unarmed mutagenic combat, this small adjustment puts them on more-or-less equal footing with other "frontline" martial characters (albeit with mutagenic drawbacks). Again, allowing for more variation.


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Alchemist Feats

Spoiler:

Enduring Alchemy
You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent for 1 minute (instead of until the end of your next turn). If you have the Alchemical Expertise class ability, the tool or elixir remains potent for up to 10 minutes; and if you have the Alchemical Mastery class ability, for up to 1 hour.

As the original benefit of this feat has been absorbed into the base functions of the class (see Quick Alchemy above), the duration is simply extended here, and set to scale with the Alchemical Expertise (9th) and Alchemical Mastery (17th) abilities of the base class, so as to keep the feat interesting.


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That's it. Minor fix to a main class ability, small boost to each research field, and a single adjustment to a feat to accommodate the aforementioned changes. Cheers!


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I like your proposed changes. They fix a lot of sore spots with the minimum amount of tampering, and not over-correcting. One very minor quibble I have is, while you're making changes, you might as well remove the mutagenist sentence about mutagens not brewed for you, as that doesn't do anything and can only lead to confusion.


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So if someone looks to play a mutagenist before the errata is released I’ll probably use this in the meantime.

I like everything here, and normally I’d nitpick something. Nice work!


BellyBeard wrote:
I like your proposed changes. They fix a lot of sore spots with the minimum amount of tampering, and not over-correcting. One very minor quibble I have is, while you're making changes, you might as well remove the mutagenist sentence about mutagens not brewed for you, as that doesn't do anything and can only lead to confusion.

I was wondering about that sentence, as their doesn't seem to be anything in the Mutagen section of the core rulebook precluding or dis-incentivizing sharing drinks.

Perhaps this is a holdover from a change made after the Playtest version of the rules?

Thanks for your suggestion!


During the playtest mutagens were keyed to a specific person when they're made.

However, some feats, like Feral Mutagen and Elastic Mutagen, specifically require that the mutagen be one you created yourself, the mutagenist special feature might be a way around that.


Squiggit wrote:

During the playtest mutagens were keyed to a specific person when they're made.

However, some feats, like Feral Mutagen and Elastic Mutagen, specifically require that the mutagen be one you created yourself, the mutagenist special feature might be a way around that.

Ah, that's something I didn't consider. If that's the intention, it could definitely use rewording to the tune of "use mutagens not brewed by you for effects that require a mutagen to be brewed by you" or something like that. As is it's implying that normally people can't use other people's mutagens at all.


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Pathfinder Adventure, Adventure Path, Lost Omens, Pathfinder Accessories Subscriber

What about alchemist needing strength to carry all their stuff even though str is not otherwise useful to them.

While you could leave the tools in a safe spot, I say multiple bandoliers to hold more items and make them negligible bulk. It does not specifically say this, but if the bandolier itself is negligible wearing while light storing, so should the items it holds. They should have just written the general rule that containers (backpack, bandolier) increase your bulk capacity.


krazmuze wrote:
They should have just written the general rule that containers (backpack, bandolier) increase your bulk capacity.

Yeah, but then you get people complaining strapping on a bandolier increases the number of 10 foot poles they can carry. I think the bulk system is too abstract, given how concrete the material it is abstracting across is (how much stuff you can hold). I don't think there's an implementation of it that gets around these weird verisimilitude issues.

Sovereign Court

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Why would the Chirurgeon start with a Lesser Elixir of Life? That is a 5th level item. Life has different scaling than the others, he should start with the Minor Elixir of Life, a level 1 item.

Other than that, I like the changes.

Sovereign Court

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I liked you changes so much Rainzax, I've replaced my own with yours. I thought I'd show you mu new Research field as well, with changes to make it more in line with your own changes.

New Research Field: Toxicologist: You get Antidote and one level 1 poison in your formula book for free. You get the Poison Resistance feat for free.

I also made another change for all alchemists: The Alchemist’s tools includes a free Formula book in it’s cost and weight, and every Alchemist gets the whole tool kit for free instead of just the free book.

That should help with the Alchemist's bulk problem.


I would probaly also consider some sort of class ability
"Everything in its place"
The alchemist gains 2 bulk that is only applicable to the Alchemist kit, formula book, and daily allotment of items.

(just because this would also make it so an alchemsit basically wasn't restriscted to having to have 12 or 14 str just to operate)

Also consider gifting a "aclhemist tool kit" that only works for the alchemist or something.

2 or 3 bullk+1/3rd starting gold is painful


Zwordsman wrote:

I would probaly also consider some sort of class ability

"Everything in its place"
The alchemist gains 2 bulk that is only applicable to the Alchemist kit, formula book, and daily allotment of items.

(just because this would also make it so an alchemsit basically wasn't restriscted to having to have 12 or 14 str just to operate)

Also consider gifting a "aclhemist tool kit" that only works for the alchemist or something.

2 or 3 bullk+1/3rd starting gold is painful

Like this?


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Pathfinder Accessories Subscriber
Zwordsman wrote:

I would probaly also consider some sort of class ability

"Everything in its place"
The alchemist gains 2 bulk that is only applicable to the Alchemist kit, formula book, and daily allotment of items.

(just because this would also make it so an alchemsit basically wasn't restriscted to having to have 12 or 14 str just to operate)

Also consider gifting a "aclhemist tool kit" that only works for the alchemist or something.

2 or 3 bullk+1/3rd starting gold is painful

Adjusting inventory bulk is best way to get 2 bulk and suspect way the errata will go. Since these are inventory items it makes no sense that they are bulky on everyone but the alchemist.

Alchemist Tools are 1 not 2 bulk (because adventure pack is errata that way)
Alchemist Formula Book is L not 1 bulk (because spellbooks are already that way)
Alchemist items in Bandolier total 1 L. (Because full pouch of gold and arrow quiver already works that way)
Alchemy reagants are like any other material component - they have no bulk - so why do the items you make out of them are bulky.

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