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*Pathfinder & Starfinder
Alchemy instead of magic
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<blockquote data-quote="FungiMuncher" data-source="post: 554388" data-attributes="member: 1094"><p>I'm really fond of the alchemist concept, so I'd love to see anything you come up with. I've tried some work on an Alchemist alternate core class for my campaign. However, my players haven't showed too much interest lately, so I haven't fully developed it yet.</p><p></p><p>I like that your alchemist has a broad range of effects and items to make. Historically, alchemists were believed to be able to do lots of things besides change lead to gold or provide immortality.</p><p></p><p>One of the biggest problems I've run into is how to limit a player from just sitting back and making more and more stuff. One idea is that it was believed that the magical auras of the substances (and that of the wielder) influenced one another. Perhaps a system could be devised to reflect this. For example, an alchemist with too many Fire Ball Grenades would run the risk of having one of them go off automaicially, or having the Healing Potions becoming tainted. Of course, a higher level alchemist would be better able to counteract these bad effects. So far, I've only done such things on a impromptu basis.</p><p></p><p>Other suggestions for your alchemist class: </p><p></p><p>You may want to include Decipher Script in the skill list (it could work similar to Read Magic). I recall from somewhere that alchemists wrote their formulas in a mixture of languages and codes. </p><p></p><p>Personally, I'd have just one Alchemy skill, and have something like "Mystical Alchemy" as a feat/class ability (similar to how Track adds an ability to Wilderness Lore). This is just a preference, to limit creating new skills. Of course, YMMV.</p><p></p><p>Another preference: talismans instead of crystals (those are for psions).</p><p></p><p>The immunity to elemental effects sounds good. There may be a lot of other special effects, too (longevity, poison resistance, use of power components for XP costs, etc.) </p><p></p><p>Under what circumstances can the alchemist give his stuff to non-alchemists? Does he have to go through the process of making a magic item, per the standard rules? If prepared components are totally useless in a non-alchemist's hands, I wouldn't limit them to 2 days duration (though they could be ruined in other ways).</p><p></p><p>Don't forget about what happens when the player rolls a one on the preparation or casting checks. Alchemists are notorious for blowing up their labs!</p><p></p><p>So far, what you have looks good!</p><p></p><p>FM</p></blockquote><p></p>
[QUOTE="FungiMuncher, post: 554388, member: 1094"] I'm really fond of the alchemist concept, so I'd love to see anything you come up with. I've tried some work on an Alchemist alternate core class for my campaign. However, my players haven't showed too much interest lately, so I haven't fully developed it yet. I like that your alchemist has a broad range of effects and items to make. Historically, alchemists were believed to be able to do lots of things besides change lead to gold or provide immortality. One of the biggest problems I've run into is how to limit a player from just sitting back and making more and more stuff. One idea is that it was believed that the magical auras of the substances (and that of the wielder) influenced one another. Perhaps a system could be devised to reflect this. For example, an alchemist with too many Fire Ball Grenades would run the risk of having one of them go off automaicially, or having the Healing Potions becoming tainted. Of course, a higher level alchemist would be better able to counteract these bad effects. So far, I've only done such things on a impromptu basis. Other suggestions for your alchemist class: You may want to include Decipher Script in the skill list (it could work similar to Read Magic). I recall from somewhere that alchemists wrote their formulas in a mixture of languages and codes. Personally, I'd have just one Alchemy skill, and have something like "Mystical Alchemy" as a feat/class ability (similar to how Track adds an ability to Wilderness Lore). This is just a preference, to limit creating new skills. Of course, YMMV. Another preference: talismans instead of crystals (those are for psions). The immunity to elemental effects sounds good. There may be a lot of other special effects, too (longevity, poison resistance, use of power components for XP costs, etc.) Under what circumstances can the alchemist give his stuff to non-alchemists? Does he have to go through the process of making a magic item, per the standard rules? If prepared components are totally useless in a non-alchemist's hands, I wouldn't limit them to 2 days duration (though they could be ruined in other ways). Don't forget about what happens when the player rolls a one on the preparation or casting checks. Alchemists are notorious for blowing up their labs! So far, what you have looks good! FM [/QUOTE]
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