So after getting the idea from this thread I've been working on a homebrew setting where magic is only available through innate ability (Sorcerers and Bards), extra planar connections (Witch or Summoner), or divine providence (all the divine spellcasters). Basically it'd be a setting where there are no Wizards, people who master the arcane through study, and potentially the Magus would be out as well or would require tweaking (have heard of the Magus but haven't read any of the material yet).
Now I'm torn on how to handle the Alchemist, because I want to keep it in, so here's what I'm thinking.
Alchemist as a scientist: The Alchemist is a normal person with no magical ability or connection who uses alchemy to mimic the effects of magic. Class functions largely as normal but loses Brew Potion and the Dispelling Bombs discovery as well as any other discoveries or extracts that require interaction with magic (Identify for example). They'd also lose the ability to identify potions with Craft (Alchemy). The upside is that they can create and use extracts, mutagens, and bombs even in areas where magic doesn't work (anti-magic field for example) and wouldn't be effected by Dispel Magic.
Alchemist as fledgling caster: The Alchemist is capable of using magic, but is too weak to actually cast. This option would work exactly the same as outlined in the Advanced Player's Guide.
The main difference would be flavour; some lands in the setting are ruled by magic, others outlaw it, etc. and in each of these places a weak caster augmenting their abilities would be viewed differently than a non-caster mimicking magic.
Or should I just drop the Alchemist along with the Wizard and (potentially) Magus?
Now I'm torn on how to handle the Alchemist, because I want to keep it in, so here's what I'm thinking.
Alchemist as a scientist: The Alchemist is a normal person with no magical ability or connection who uses alchemy to mimic the effects of magic. Class functions largely as normal but loses Brew Potion and the Dispelling Bombs discovery as well as any other discoveries or extracts that require interaction with magic (Identify for example). They'd also lose the ability to identify potions with Craft (Alchemy). The upside is that they can create and use extracts, mutagens, and bombs even in areas where magic doesn't work (anti-magic field for example) and wouldn't be effected by Dispel Magic.
Alchemist as fledgling caster: The Alchemist is capable of using magic, but is too weak to actually cast. This option would work exactly the same as outlined in the Advanced Player's Guide.
The main difference would be flavour; some lands in the setting are ruled by magic, others outlaw it, etc. and in each of these places a weak caster augmenting their abilities would be viewed differently than a non-caster mimicking magic.
Or should I just drop the Alchemist along with the Wizard and (potentially) Magus?