~Alchemist~ Research Field: Catalyst Materia


Homebrew and House Rules

Liberty's Edge

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I suddenly had an urge to see an alchemist in melee Combat. At first I felt inspired by the old series Alchemist Brotherhood but going with a Transformative weapon dependent on Strength seemed too powerful so I found an alternate path.
Am I giving the class too much power with this path or would you call it viable?

Alchemist Feats:
(Lvl1): Light Catalyst Rod/Beam: (Attached, Agile, Finesse, Alchemical, Elemental): You gain a Forearm-attached light Catalyst rod with the Agile, Finesse & Elemental weapon qualities, & its Proficiency. It deals no physical damage, only elemental. Inplace of Quick Alchemy, as an action, you may fuel your Catalyst Rod, activating an elemental beam, with Elemental d6s equal to the number of dice the Alchemical item had. Also adds Splash damage, and appropriate item bonus. The Element chosen lasts til the beginning of your next turn.

Alchemist Feat (lvl2, Prerequisite Light Alchemical Rod/Beam): Chemical Reagent: When adding an elemental weapon quality or throwing a bomb, you may as a Reactive Action add a Chemical Reagent, exchanging noted Splash damage with your Intelligence modifier, once per weapon/bomb, lasting its elements duration or til detonated.

Research Field: Catalyst Materia:

lvl1): You specialize in using Catalysts with your alchemy. You start with the formulas for one common 1st-level alchemical bomb, in addition to your other formulas.

When attacking with an alchemical/elemental source with the splash trait, you may deal splash damage to only your primary target instead of the usual splash area.

Lvl5): When replacing Quick Alchemy to imbue a Catalyst Rod with Elemental power, you can use a batch of reagents to last for a number of rounds equal to half your Intelligence Modifier or your full Intelligence Modifier if having the xxx Feat. (Normally: Lasts til the beginning of your next turn.)

Lvl7): Perpetual Infusions
Choose two 1st-level bombs.

Lvl11): Perpetual Potency
Choose two 3rd-level or lower bombs

Lvl13): Greater Field Discovery
When imbueing a Catalyst Rod with Elemental power, it causes a persistent effect depending on element chosen:
Fire: Caught-on-fire xd4s
Electricity: Caught-off-guard til your next turn.
Cold: Slowed 1 (doesn't stack).
Acid: Persistent Damage equal to 2x number of dice.

Lvl 17): Perpetual Perfection
Choose two 11th-level or lower bombs


I'm not sure where the idea of this being too much power could come from.

Alchemist lags in strike accuracy. This looks like a d6 weapon that becomes a ranged weapon w/ splash after an action spend? Is that also adding extra bonus dmg aside from the splash?

Aside from the L13 debuffs appearing to have no save, this seems numerically inferior than most existing Alchemist options.

Liberty's Edge

Trip.H wrote:

I'm not sure where the idea of this being too much power could come from.

1. Alchemist lags in strike accuracy.
2. This looks like a d6 weapon that becomes a ranged weapon w/ splash after an action spend? Is that also adding extra bonus dmg aside from the splash?

3. Aside from the L13 debuffs appearing to have no save, this seems numerically inferior than most existing Alchemist options.

1. I hadnt noticed the inferior Strike scaling of the alchemist.

2. The Catalyst Rod is actually an object rather than a weapon until you infuse it, granting it some d6s etc on melee attacks til its duration ends.
3. After reading through the Alchemist class again, I consider combining the Greater Field bonus with the lvl 1 Alchemist Feat, without Save (just like the elemental bombs (bottled lightning; flatfooted/catch-off-guard etc), now as an option in melee).
_____
Now, I could change the Alchemist around, to make the proficiency attack scale like a barbarians, but limited to Unarmed Strikes, Simple weapons and bombs (and on a note include the Catalyst Rod).
AC would be Dex+4+2 at lvl 1, which is great.
Whilst offense would involve 1 action to activate, a reaction to improve, a move action to get near and one action to attack.
With a specific feat, the duration of an infused Catalyst Rod would increase to rounds equal to half/full Intelligence Modifier, allowing you to save some actions and bomb uses.

Changes with the Catalyst Alchemist:

Maybe there could be a variant option, giving up on medium Armor to get Expert Light Armor.
Lvl 7 Alchemical Weapon Expertise could be switched with the lvl 5 of the Research Field option.
The Greater Research Field at lvl 13 gets switched with Lvl15 Alchemy Alecrity (which gets replaced by 'Alchemical Weapon Master' (Gain Master rank with Unarmed Attacks, Simple Weapons, Bombs & the Catalyst)).
The lvl13 Medium Armor Expert Armor becomes Light Armor Master.
The lvl 19 Medium Armor Master becomes Light Armor Legend.

This would fix the Defense & offense but lower utility somewhat.

The alchemist will need the hands free, so a Shield cant boost his AC.
Also, on a sidenote, he got no unique extra method for getting into melee without triggering Bosses Reactive Attack.


________
Did I increase the power too much or is it in line with the magus or other demi-classes? Perhaps avoiding to improve the accuracy with bombs & alchemists proficiencies is a better route?

Liberty's Edge

Trip.H wrote:

I'm not sure where the idea of this being too much power could come from.

Too much power?

So I put together a Metal Alchemist Class, inspired by the Full-metal Alchemist Brotherhood series. Intelligence oriented with bonus if you got some Dexterity and Strength.

After reading through, the text become quite long.

Metal Alchemist:

Key Attribute: INTELLIGENCE/STRENGTH
At 1st level, your class gives you an ability boost to Intelligence or Strength.

Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude
Expert in Reflex
Trained in Will

Skills

Trained in Crafting
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in medium armor
Trained in unarmored defense

Class DC

Trained in Alchemist class DC

Class Features
You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies
At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class

Alchemy
You understand the complex interactions of properties within materia, both natural and unnatural substances and can transform metal items to meet your needs. You can do this using normal reagents and the Craft activity, since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.

You gain the Metal Alchemical Transformation Feat, even if you don't meet the feat's Prerequisites. You may alter the properties of a metal weapon in hand and/or your metal Armor.

Infused Reagents
You infuse reagents with your own alchemical essence, allowing you to alter metal items at no cost. Each day during your daily preparations, you gain a number of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for transforming your metal weapon. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for Transformative needs.

Quick Transformation
[one-action]

Alchemist Manipulate 
Source
Cost 1 batch of infused reagents
Requirements You have the proficiency for the metal weapon you're creating, and you're either holding or wearing alchemist's tools.
You swiftly remold a metal weapon to use at a moment's notice, without having to spend the normal monetary cost in metal materia or needing to attempt a Crafting check. This item has the infused trait.

Ore & Metal Research Field
Your inquiries into the alchemical nature of the universe have led you to focus on the particular Ore & Metal field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner.

Your research field allows transformation of mainly metal weapons, and change of metal properties.

When reforging a metal weapon into a Transformative weapon, you add 4/5th your Intelligence Bonus to Attack & Damage rolls with it.

Field Discovery Level 7

Materia Properties
When donning your metal Armor, you may change its properties. You consider Armor you are proficient in of one lighter category (to a minimum of Light Armor, for movement & sleeping reasons), furthermore you increase the maximum amount of Dex bonus by +2 and decrease the Armor check Penalty by -2.
When transforming your metal weapon, you may change the materia it is considered made of to Cold Iron.

Perpetual Potency Level 11

When Transforming your metal weapon, it inflicts +1 damage of either element of your choice.

Greater Field DiscoveryLevel 13

When donning your metal Armor, you may change its properties as if it additionally was made of Adamantine.
When transforming your metal weapon, you may change the materia it is considered made of to Adamantine.

Perpetual PerfectionLevel 17

When being targeted by an area of effect, offering a Saving Throw, add half your Intelligence bonus to the saving throw.

Universal Feats

At 1st level, fourth level and every 4 levels thereafter, you gain any Class' Class Feat you meet the Prerequisites of, using your Alchemist DC rather than their Class DCs.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats
Level 3
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases
Level 3
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts
Level 5
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts below 18.

Ancestry Feats
Level 5
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Alchemical Weapon Expertise
Level 5
You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for Martial & simple weapons, unarmed attacks, and your Transformative Weapon increase to expert. While using your Transformative Weapon, you gain access to the critical specialization effects for it.

Iron Will
Level 7
Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.

Weapon Specialization
Level 7
Your understanding of alchemy helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Crafty Alchemist
Level 11
Your Alchemical insight increases. Your proficiency rank for your alchemist class DC increases to expert.

Medium Armor Expertise
Level 13
You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Weapon Master
Level 13
Your Alchemical understanding makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

Greater Weapon Specialization
Level 15
The weapons you’ve mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Heightened Understanding
Level 17
Your instinct heightens each of your senses further. Your proficiency rank for Crafting increases to master.

Master Alchemy
Level 19
Your proficiency rank for your alchemist class DC increases to master. Your Strikes ignore 5 points of a creature’s resistances.


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So.. whilst unsaid, this archetype can transform a bow, making him a switch hitter.
And the universal class-feat option should aid with some diversity.

The lack of utility gnaws at me, and the absence of improved saves is worrysome. There is also no reaction and Flourish options I could think of.
The Transformative Option is a manipulate action which triggers some reactions of various foes whilst in melee.

What is the Metal Alchemist missing for balance sake?


Hard to guess how big a difference the changes will make, but I've always been interested in Alchemist getting weapon progression to match with martials.

.

Does this version have any form of Advanced or Quick Alchemy? Or is the only way to spend infused reagents via Quick Transformation?

Liberty's Edge

Trip.H wrote:
Does this version have any form of Advanced or Quick Alchemy? Or is the only way to spend infused reagents via Quick Transformation?

Yes, the only way to spend reagents is through Quick Transformation

With the Metal Alchemist...
it was hard to keep additional features in the early levels so I cut off all bombs and utility Alchemical features, such as quick Alchemy, Bombs & the potion creation feat
After Double checking, there is room for 1 more feature at lvl 1, however neither Advanced- nor Quick Alchemy is available as the craft Potions feat got replaced.


Not too sure about removing all no gp access to alch items, I think that trade may be a net negative.

I think perhaps leaving 1 of the 2 way to use reagents to make items would keep the core "pf2 Alchemist" identity intact. Otherwise, there's not much reason the Metal Alchemist uses that chassis.

I'd probably keep the Advanced Alch daily prep, which works also due to Metal loosing any potential 3:1 batches via Research Field as bit more trade-away penalty. And leaves you with an option to tune that all the way down to 1:1 prep batches if you really want the alch items to be a limited prospect for Metal.

Liberty's Edge

Trip.H wrote:

Not too sure about removing all no gp access to alch items, I think that trade may be a net negative.

I think perhaps leaving 1 of the 2 way to use reagents to make items would keep the core "pf2 Alchemist" identity intact. Otherwise, there's not much reason the Metal Alchemist uses that chassis.

I'd probably keep the Advanced Alch daily prep, which works also due to Metal loosing any potential 3:1 batches via Research Field as bit more trade-away penalty. And leaves you with an option to tune that all the way down to 1:1 prep batches if you really want the alch items to be a limited prospect for Metal.

The Metal Alchemist has been somewhat of a theorycrafting gone wrong, removing all potion features etc on a quest for alternate physical potential...

Meanwhile, the 'Catalyst Alchemist' with its bonuses to both Attack and Light Armor seems to have found a niche through some investment.
With 2 Alchemists feats and some third (for +1/2 Int bonus- Elemental- rounds duration of the elemental rod/beam).

The Catalyst Alchemist's final change would be to swap out 'Double Brew' at lvl 9 with

'Dual Reaction':

When applying an elemental effect to your Rod inplace of a Quick Alchemy Action, you may instead of spending one batch of infused reagents to imbue your rod with an effect, you can spend up to two batches of infused reagents to make up to two alchemical enhancements as described in that action. These enhancements must not be the same.
Ex Fire & Electricity.

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