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Crtitique my Pharmacist?
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<blockquote data-quote="garnuk" data-source="post: 6672803" data-attributes="member: 6680011"><p>Thanks for your input. A few things.</p><p>1. A censer is not a weapon. It's a container which holds incense. You could use is it as an improvised weapon. For the pharmacist, its the means of delivering incense prepared recipes to their target.</p><p></p><p>2. The pharmacist is intended as a support class. Either to help cure people of diseases, or administer poisons when appropriate. While the strongest attacks all focus on CON saving throws, not all the attacks do.</p><p></p><p>3. One of the main reasons why I was asked to make this class was because it was felt that item creation rules were not really suitable for play. While the pharmacist can make items quickly, they also lose their potency quickly. I thought it was a fair trade off. What would you suggest instead?</p><p></p><p>4. I'm not sure what existing rules could be used to do mundane spell-like items. I tried to reuse the existing abilities as much as possible. What exactly did you have in mind?</p><p></p><p>5. Some good ideas for enhanced visions and enhanced insights. I also like the creation of the antidote idea. I had in mind not a "mind over body" situation, but rather just becoming immune to negative affects while benefiting from positive ones. But the antidote allows the pharmacist to also give it to another player, so thats a nice bonus. I'll see if I can edit the files.</p><p></p><p>6. And yes, a lot of this relies on DM rulings. Since its a homebrew class anyways, and what "makes sense" for poisons to do and how they can be administered will differ from DM to DM, I wasn't sure it made sense to lock in only one way of doing things. For instance, does a recipe which causes maddness and causes someone to attack their allies.. is the reverse of that that they become sane and try to heal their allies, or does it just cure them of any existing maddness? Based on the situation, it would be good for the player and DM to come to an agreement of what makes most sense.</p></blockquote><p></p>
[QUOTE="garnuk, post: 6672803, member: 6680011"] Thanks for your input. A few things. 1. A censer is not a weapon. It's a container which holds incense. You could use is it as an improvised weapon. For the pharmacist, its the means of delivering incense prepared recipes to their target. 2. The pharmacist is intended as a support class. Either to help cure people of diseases, or administer poisons when appropriate. While the strongest attacks all focus on CON saving throws, not all the attacks do. 3. One of the main reasons why I was asked to make this class was because it was felt that item creation rules were not really suitable for play. While the pharmacist can make items quickly, they also lose their potency quickly. I thought it was a fair trade off. What would you suggest instead? 4. I'm not sure what existing rules could be used to do mundane spell-like items. I tried to reuse the existing abilities as much as possible. What exactly did you have in mind? 5. Some good ideas for enhanced visions and enhanced insights. I also like the creation of the antidote idea. I had in mind not a "mind over body" situation, but rather just becoming immune to negative affects while benefiting from positive ones. But the antidote allows the pharmacist to also give it to another player, so thats a nice bonus. I'll see if I can edit the files. 6. And yes, a lot of this relies on DM rulings. Since its a homebrew class anyways, and what "makes sense" for poisons to do and how they can be administered will differ from DM to DM, I wasn't sure it made sense to lock in only one way of doing things. For instance, does a recipe which causes maddness and causes someone to attack their allies.. is the reverse of that that they become sane and try to heal their allies, or does it just cure them of any existing maddness? Based on the situation, it would be good for the player and DM to come to an agreement of what makes most sense. [/QUOTE]
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