[h1]Review of the Alchemist Subclass[/h1]
[h2]Words from the Reviewer[/h2]
This is my first product review for ENWorld. A big "Hello!!" to all of you ENWorlders!!
[h2]Introduction[/h2]
Alchemist Subclass is a 6 page, 2 column, PDF 'Game Enhancement' from the
Alea Publishing Group and written by
Josuha Raynack. We have 2 pages of OGL at the very end, half of page one is the Title and Credits, about 60% of a page detail the Subclass Mechanic, 60% of a page with a magic item and some background information. We are left with just over 2 pages to detail the Alchemist Subclass. Not a lot of space to detail a class, but I think they get a lot into the few pages.
[h2]Analysis of the Subclass Mechanic (3/5)[/h2]
Upon reading about Subclasses for the first time, I liked the idea, they reminded me of Kits from Second Edition. Low and Behold that is what they say on their
product page. So, it seems they are providing a way to emulate the Kit Mechanic from that era of gaming. The execution for the mechanic, I think, has a little room for improvement, or atleast clarity, from what I have seen with the Alchemist Subclass. They have produced one other Subclass at the time of this writing called the
Crusader.
[h3]Subclass Synopsis[/h3]
You pay for the Subclass abilities with a 20% experience point 'Fee', as they call it (10% if it is a favored Subclass), which stacks with the existing Multiclassing Penalty (if applicable). Over the course of 20 levels you get bascially 2 levels of saves, and 4 dice of bonus hit points, some free skill points and class skills to match at each level, as well as some neat subclass abilities sprinkled throughout the Subclass' progesssion. You can take the Subclass at any time, even starting out at first level, as it has no prerequisites.
I enjoy well thought out and well tested crunch that merges seemlessly with existing mechanics. When creating something new this can be kind of hit or miss. I think that their explanation of the Subclass Mechanic to be more of a miss. After reading it I had a some questions about how things work like the bonus hitpoints (Can you go above your maximum for your level?) and skill points (Are they quadrupled for first level?). The text was not as clear as they could be. It would definitely be possible to generate a 3 or 4 page PDF product (not including OGL and so on) just on the Subclass Mechanic and guidlines for creating your own which would be a great thing!
If abilities are not too powerful this can be an interesting method for adding flavor to a character and to have a way for them to have a mechanical benefit for a background and a small cost. Something like this should not be overpowering, be easy to integrate, and should never overshadow the abilities of a base class or prestige class. Of course, this is just my opinion, be that as it may...
Over-all rating of the Mechanic 3/5: I like the idea, but the base mechanics could use some more text to clarify. If the mechanics were clearer I would defintely give it a 4.
[h2]Alchemical Crunch (2/5)[/h2][h3]First Thoughts[/h3]
When I first looked over this I thought 3 things:
A. Fighter (Alchemist)... Hell yea!!
B. Why would I not take a subclass at first level!
C. Wow, this is interesting!
[h3]Litmus Test (83 pts)[/h3]
Using TJoneslow's
Class Construction Guide, which is
mentioned in this ENWorld thread, the Alchemist Subclass weighs in at a hefty 83pts. This is only my second time using this guide so bear with me, mistakes and all, but this should give us some idea of the Subclasses approximate power level even with my mistakes..
The score of 83pts is about on par with some 5 level prestige classes and comes near that of some 10 level prestige classes which weigh in at 100+ pts (base classes weigh in 200+ pts). Considering you are willing to stay one level behind your group to gain atleast 5 levels worth of abilities, this might be little too good. It's not the skills, BAB, Saves, Armor, Weapons, or the Transmute or Modify Metals that worry me. Its the rapidly increasing brew potions ability that does. I am thinking that a Subclass should run about 30-50 pts to be balanced so, to me, this seems
atleast 30 pts over the top.[sblock]
Code:
[h3]Ability Approximate Point Cost[/h3]
[b]HD:[/b] (4 increases) d6HP/level 4 - [(5 increases x 1.5 per level)/2 (not actual HD increases)]
[b]BAB:[/b] Non-Combat 6 (Non Combat[15] is 1/4 levels and this is one every 10 levels)
[b]Saves:[/b] 5
[b]Skills(5): (6-10)[/b] 3 (6-10 is 4 points so one point less)
[b]Armor:[/b] 0
[b]Weapons:[/b] 0
[b]Brew Potions[/b] 8 (2 Standard [5 improvements) -> Excellent)
[b]Spells[/b] 51.5 (79 [cleric] + 127 [wizard] Average and cut in half - canot cast - potions only which requires a sacrifice in money, xp and time)
[b]Modify Metals[/b] 3 Standard Ability (reduced - limited use at higher levels and a cost associated)
[b]Transumute Metals[/b] 4 Standard Ability (reduced due to cost associated with it)
[/sblock][h3]A Closer Look[/h3]
Now, lets take a closer look to see how this works and if it is balanced.
[h4]Experience Fee[/h4]
The 20% of experience payed almost gains you the a little to much of the power of a 10 level prestige class, and the one I am talking about is the 'Master Alchemist' from the
Magic of Faerun which gives similar benefits. Hmmmm... Well right now I almost would say this is an obivious choice: Alchemist subclass for everyone, but lets take a further look at how the ramifications:
Assuming you take the Subclass for all of your career you will, for a good portion of the time, be about a level behind your party - annoying, but not so bad. Once you get to 11th level you are fully a level behind and it looks like it repeats every 11 levels (fully 2 levels behind at 22nd). With this knowledge we can feel free to put in a heavy 2 levels worth of abilities (over 20 levels) and not have to worry. Any more than that and we might have some balance problems. As I said before, the Alchemist has some abilities that are given to a 10 level Prestige class so I think we defintely have problems here.[sblock]
Code:
[h3]Lvl Norm XP With Subclass (20%xp Fee)[/h3]
(in Thousands)
1 0 0
2 1 1.2
3 3 3.6
4 6 7.2
5 10 12.0
6 15 18.0
7 21 25.2
8 28 33.6
9 36 43.2
10 45 54.0
11 55 [color=darkorange]66.0
12 66[/color] 79.2
13 78 93.6
14 91 109.2
15 105 126.0
16 120 144.0
17 136 163.2
18 153
19 171 183.6
20 190 228.0
21 210 252.0
22 231 [color=darkorange]277.2
23 253
24 277[/color]
[/sblock]
Everything looks OK balance wise except for the Brew Potion enhancements. I worried about the BAB increase. My fears will be allayed assuming that this is used within the context of a party or an NPC, as the experience and party levels will balance at some point and the Alchemist will fall behind a little. When an Alchemist with a warrior class finally gets the BAB increase he will be 10 and the rest of the part will be 11th. We will have a problem if the PC is taken out of this context. He will be 10th level character with a BAB of +11. Hmmm... things are going to get kind of wonky with this. Possibly being able to qualify for feats and prestige classes a level early (assuming there are ones to be taken at this level and are aBAB dependant) might make things weird. You can house rule that your BAB can never be higher than your total class levels, this defintely will minimize the weirdness. If a warrior takes a class that does not have a BAB increase for a level then the extra BAB can kick in. Just a thought. Experience Point wonkiness can be minimized a little by applying an ECL of +1 at arround 10th or 11th level of the Alchemist Subclass and every 22 levels afterward. Who will have to worry about that? Not too many people I imagine! Not a really big concern, but something to be aware of. What I have said does not take into account the Brew Potions abilites of the Subclass.
[h4]Example[/h4]
When looking at the Alchemist Subclass there was one thought that really scared the hell out of me was.A 20th level fighter / 20th level Alchemist. Can we say Shapchange... "Look mommy, I'm a Balor!" "Look Mommy, I'm a Dragon." Similar spells like polymorph at lower levels will make warrior types a terror on the field once they are able to make potions of spells over 3rd level. If you think You might think I am nuts or are overreacting. If you thought the druid was bad with Wild Shape, or a cleric with Divine Favor and Divine Might. Wait until 5th level when the 5th level Fighter/ 5th level Alchemist gets Polymorph Self, Divine Favor, and Divine Power together with his already high strength and BAB. Run! Run, now while you can. Maybe I need my medication. But I do understand that they do not actually cast spells and must create the Potions which cost Time, Money and Experience... and they need to drink the potions. I am being a little bit conservative here, but I am sure that you see what my concern is.
Another problem is that our warrior type who knows nothing about spell casting is making 4rth level potions 2 levels before primary casters area even able to cast them. There is something wrong with this. If we did not have the Brew Potion Improvements this Subclass might be close to balanced - most likely under powered. What the class really needs is more abilities like the Modify metals. That is perfect for what I think this Subclass (and the Subclass menchanic) is trying to do. I would make the abilites more tied to alchemy and craft skills. Give them a lot of things to chose from based of their skills that they choose - Examples Following: .
[sblock]I have not checked any these for balance or other precedents. These are just examples from the top of my head.[h3]Examples:[/h3]
Code:
Sharpen Weapon [b]Prerequisite:[/b] Alchemy 5, Craft Weapon 5
[b]Cost:[/b] 5 GP DC: 35
Piercing or Slashing weapon gains a +1 Enhancement bonus to Damage for one encounter or 10 rounds which ever is longer.
Accurate or Balanced Weapon [b]Prerequisite:[/b]Alchemy 5, Craft Weapon 5
[b]Cost:[/b] 5 GP DC: 35
Weapon gains a +1 Enhancement bonus to Hit for one encounter
Transmute Metals [b]Prerequisite:[/b] Alchemy 15 Ranks; Knowledge (Arcana) 10
Empower Alchemical Item [b]Prerequisite:[/b] Alchemy 8 Ranks; Knowledge (Arcana) 5
[b]Cost:[/b] +50% base cost of the item, DC +5
Damage done by an alchemical item is increased by 50%
Extended Alcemical Item [b]Prerequisite:[/b] Alchemy 8 Ranks, Knowledge (Arcana) 5
[b]Cost:[/b] +50% base cost of the item, DC +5
An Alchemical item with a duration is extended by 50%
Craft reserve [b]Prerequisite:[/b] Alchemy 8 Ranks
You gain a number of Craft Points equal to your Alchemist level X 5 which may be used to alchemical items
Experience Reserves [b]Prerequisite:[/b] Minor Study, Alchemy 8 Ranks, Knowledge (Arcana) 5
You gain a number of Experience points equal to your Alchemist level X 5 to use to create Potions.
Lacing [b]Prerequisites:[/b] Alchemy 10 and Craft (Weapons) 10
[b]Cost:[/b] 1/4 of special material.
You may prepare a weapon to accept a temporary coating of a special material such as Silver, Cold Wrought Iron, or Admantine. You may even coat a weapon such as admantine with other special materials. To lace a weapon not made of a special material the DC is 20. To coat a weapon made of special materials the DC is 25; The lacing remains for 10 rounds of combat or one encounter which ever is longer.
[/sblock]
In their defense they do say to add 1 ECL to the character for every 4 levels, so over 20 levels thats an increase of 5 levels.Assuming you do this, it will offset some of the craziness that is going on here (Potion Brewing). It will help to balance it a little bit but, I do not believe it will be enough (Master Alchemist).
[h3]Last Thoughts[/h3]
I very much like the premise of Subclasses (or atleast what believe it to be). I, however, do not like the Brew Potion advancement and think they are vastly over powered for the price the PC pays. Call me an Iconic Conservative Balance Monger if you will.
[h2]Alchemical Fluff (3/5)[/h2]
The
Real World History gave a historical overview of the origins of Alchemy and then the origins of the word Alchemy. I found it very informative and interesting.
The
magical item Ciphered Molcajete which gives a competance bonus to your alchemy check seems to fit right in with the theme.
Alchemists in the Hill Lands seems to give how they would fit into a specific Game world as which seems to be detailed in their [url='http://www.rpgnow.com/product_info.php?manufacturers_id=464&products_id=2253&]A Question of Honor: A Guidebook to Knights[/url] which seems to be free from RPGNet.
Overall rating of Alchemical Fluff I would 3/5. The class description and the above seems to pigeon hole the Subclass into a very specific archetype, not that it is a bad thing - as that seems to be what they are aiming for here and it makes sense.
However, I do believe the machanics deviates from the given archetype of a master metallurgist and creator of the alchemical. Two of the nine given abilities support this and then they have the mad abilities to make potions. Potion creation is related to the archetype, but not so focused as the other two abilities. A disparity between the flavor text(s) and the Subclass abilities lowers it a bit for me. I would have like to see more of the history and other flavor text.
[h2]PDF Quality (4/5)[/h2]
Book Marks, I really love book marks in PDF Documents. They make it much easier to find what you are looking for and they have been kind enough to include them as well as Page Images. Rock On!
I really liked the background and page numbering. The graphics and images look crisp and were very easy to look at. The only table was easy to reference and read. The only possible annoying thing might be that either that there is not enough white space between the lines or the font size is to small... or I need new glasses again or I need to decrease my screen resolution...
Overall rating of PDF Quality 4/5.
[h2]Overall Thoughts (3/5) [/h2]
The Alea Publishing Group has a very intersting idea with Subclasses, but I believe the Alchemist is overly powerful. If they can clean up the Subclass mechanic a little and balance this Subclass I might consider using Subclasses in my campaign. I know my players will like the idea! The Brew Potion abilities is the major breaker for me.
If you would like to give it a try, and I suggest you do, it will open up a new world of possibilities for defining your characters and your game world. It is
more than worth the price just for the inspiration that the Subclass Mechanic will provide. Jump on over to
RPGNow and check it out.