| siegfriedliner |
Hi so I feel the main reason the alchemist is underwhelming is that alchemical items seem pretty weak, obviously as these are items that everyone can buy so some limits should be in place.
I was thinking for an alchemist if you had a feature let's call it empowered alchemy that halved the number of items you could produce but doubled the damage and healing they did and say removed or halved the penalty from elixirs and mutagens that might make the alchemist feel more effective.
What do you think?
Samurai
|
Hi so I feel the main reason the alchemist is underwhelming is that alchemical items seem pretty weak, obviously as these are items that everyone can buy so some limits should be in place.
I was thinking for an alchemist if you had a feature let's call it empowered alchemy that halved the number of items you could produce but doubled the damage and healing they did and say removed or halved the penalty from elixirs and mutagens that might make the alchemist feel more effective.
What do you think?
I haven't gone quite as far as doubling and halving, but check out my house rules for some ideas by research field. Bombers can use their Int bonus for throwing bombs and can use their class DC for the saves. (I also changed the way bombs work, now the splash damage is just 1 step better than the main target's damage) Chirurgeons add their Int bonus to all healing done with their Elixirs of Life and they know Battle Medicine. Mutagenesist's add +1 to the Item bonus from all mutagens they take and also can use medium armor (which they need if they bare charging into melee). I also created a 4th research field, Toxicologists: They are great at poisoning enemies and removing poisons from allies.