Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Final Fantasy Tactics Conversion (Wizard) #1
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arkhandus" data-source="post: 4620806" data-attributes="member: 13966"><p>I'd suggest bumping the skill points up to 8 + Int mod, since Chemists have so little combat ability and are even more skill and utility oriented than D&D Rogues. Or maybe just add a bonus feat of choice at every fourth or fifth level of Chemist, I dunno....</p><p></p><p>They don't look like they should have a high Fortitude save. As a general rule, it doesn't make any sense for a class with d6 or d4 HD to have good Fortitude, especially when they just have a mediocre or poor BAB. Fortitude comes from physical activity and training, not labwork and research. A high Reflex save would make slightly more sense, since they may have to avoid chemical explosions sometimes when learning/experimenting, but even that might just not make enough sense.</p><p></p><p>It seems like 4th-level potions should become available at 7th-level, when they gain the skills to brew up Maiden's Kiss potions. Besides, if they multiclass to get spells of 4th-level to make into potions, they're going to already be at least 14th-level as a character (7 levels of cleric or whatnot). I'd likewise move 5th-level potions down to 9th-level Chemist, 6th-level potions down to 11th-level Chemist, 7th-level potions down to 13th-level Chemist, 8th-level potions down to 15th-level Chemist, and 9th-level potions down to 17th-level Chemist. Just makes more sense, and it's not like they won't already be very epic-level by the time they could brew other spells into such potions, anyway.</p><p></p><p>For 19th-level, I'd suggest adding a bonus feat or the Evasion ability, if 9th-level potions are moved down to 17th-level as suggested. Maybe Poison Immunity or Poison Use instead, since they deal with chemicals a lot and might have worked on building up immunity to various toxic fumes and other things, or might've learned the related trade of poisonmaking...</p><p></p><p>I assume Equip Change only works for the Chemist themselves, not changing an ally's equipment? Just want it to be clear.</p><p></p><p>Move-Find Item ought to be a little more useful.....why not just allow them to use the Search skill passively when moving, without needing active searches? Or treat them as taking 10 on Search checks on adjacent spaces while they move (a weaker but still useful benefit).</p><p></p><p>Auto-Potion and Maintenance should require that the character be able to physically act at the time they would be used, so they can't use the abilities when paralyzed, surprised, unconscious, or whatever. Maintenance, and maybe Auto-Potion, should require that they have their Dexterity bonus to AC at the time (so no quick-drinking a potion when a rogue sneak attacks them outta the blue, unless they got uncanny dodge somehow).</p><p></p><p>I assume that these potions are all effectively at the minimum caster level for their spell level? So the Potion is like Cure Light Wounds from a 1st-level caster, the X-Potion is like a Heal spell from a 9th-level caster, the Remedy is like Esuna or whatever from a 17th-level caster, etc.?</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4620806, member: 13966"] I'd suggest bumping the skill points up to 8 + Int mod, since Chemists have so little combat ability and are even more skill and utility oriented than D&D Rogues. Or maybe just add a bonus feat of choice at every fourth or fifth level of Chemist, I dunno.... They don't look like they should have a high Fortitude save. As a general rule, it doesn't make any sense for a class with d6 or d4 HD to have good Fortitude, especially when they just have a mediocre or poor BAB. Fortitude comes from physical activity and training, not labwork and research. A high Reflex save would make slightly more sense, since they may have to avoid chemical explosions sometimes when learning/experimenting, but even that might just not make enough sense. It seems like 4th-level potions should become available at 7th-level, when they gain the skills to brew up Maiden's Kiss potions. Besides, if they multiclass to get spells of 4th-level to make into potions, they're going to already be at least 14th-level as a character (7 levels of cleric or whatnot). I'd likewise move 5th-level potions down to 9th-level Chemist, 6th-level potions down to 11th-level Chemist, 7th-level potions down to 13th-level Chemist, 8th-level potions down to 15th-level Chemist, and 9th-level potions down to 17th-level Chemist. Just makes more sense, and it's not like they won't already be very epic-level by the time they could brew other spells into such potions, anyway. For 19th-level, I'd suggest adding a bonus feat or the Evasion ability, if 9th-level potions are moved down to 17th-level as suggested. Maybe Poison Immunity or Poison Use instead, since they deal with chemicals a lot and might have worked on building up immunity to various toxic fumes and other things, or might've learned the related trade of poisonmaking... I assume Equip Change only works for the Chemist themselves, not changing an ally's equipment? Just want it to be clear. Move-Find Item ought to be a little more useful.....why not just allow them to use the Search skill passively when moving, without needing active searches? Or treat them as taking 10 on Search checks on adjacent spaces while they move (a weaker but still useful benefit). Auto-Potion and Maintenance should require that the character be able to physically act at the time they would be used, so they can't use the abilities when paralyzed, surprised, unconscious, or whatever. Maintenance, and maybe Auto-Potion, should require that they have their Dexterity bonus to AC at the time (so no quick-drinking a potion when a rogue sneak attacks them outta the blue, unless they got uncanny dodge somehow). I assume that these potions are all effectively at the minimum caster level for their spell level? So the Potion is like Cure Light Wounds from a 1st-level caster, the X-Potion is like a Heal spell from a 9th-level caster, the Remedy is like Esuna or whatever from a 17th-level caster, etc.? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Final Fantasy Tactics Conversion (Wizard) #1
Top