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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Help with alchemist concept in 4e
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<blockquote data-quote="MwaO" data-source="post: 6831450" data-attributes="member: 12749"><p>The problem with cost is very straightforward:</p><p>Alchemy Savant gets +Int to hit with an alchemy attack on an AP(aka standard action)</p><p>Alchemy Savant gets an encounter power that lets them use an attack as a minor action</p><p>Alchemy Theme gives 1 free alchemy item per encounter.</p><p></p><p>i.e. an Alchemy Savant probably ought to be using 5 alchemy items every 3 encounters or so. It only gets 3 free items, though...</p><p></p><p>And in the context that alchemy items are basically weak at-wills once you hit Paragon? Um...</p><p></p><p>That's why the Wand Golf Bag+Arcane Familiar works out really well for an Artificer. The Artificer has his regular powers and then he has a variety of encounter/daily options from his alchemy that mimic Wizard powers. As an example, you could pick up the following items:</p><p>+1 Master's Wand of Magic Missile(3rd level item) - Magic Missile 1/encounter that includes a push 1.</p><p>+1 Master's Wand of Thunderwave(3rd level item) - Thunderwave as close burst 1/encounter</p><p>+1 Wand of 1st level Encounter Power</p><p>+2 Wand of Icy Rays(8th level item) - freeze ray</p><p>+2 Wand of Precise Color Spray(10th level Item) - adds +1 to hit with Color Spray, critical hit with 1st roll of Color Spray - radiant flamethrower</p><p>+4 Wand of Dark Gathering(18th) - tear gas grenade</p><p>+4 Wand of Prismatic Burst(18th) - upgraded flash grenade</p><p>+5 Wand of Mass Charm(23rd) - confusion gas?</p><p>(throw in a wand of utility or 2...)</p><p></p><p>If you upgrade the items when you're about 8 levels higher than the item, your to-hit with them, assuming a starting Int of 20 won't be that bad. They have an interesting effect in combat and make for a very wide variety of options. I typically consider them a 'I'm a 1st/2nd edition Wizard with spell slots' way of going about things, but easy to refluff into alchemist.</p></blockquote><p></p>
[QUOTE="MwaO, post: 6831450, member: 12749"] The problem with cost is very straightforward: Alchemy Savant gets +Int to hit with an alchemy attack on an AP(aka standard action) Alchemy Savant gets an encounter power that lets them use an attack as a minor action Alchemy Theme gives 1 free alchemy item per encounter. i.e. an Alchemy Savant probably ought to be using 5 alchemy items every 3 encounters or so. It only gets 3 free items, though... And in the context that alchemy items are basically weak at-wills once you hit Paragon? Um... That's why the Wand Golf Bag+Arcane Familiar works out really well for an Artificer. The Artificer has his regular powers and then he has a variety of encounter/daily options from his alchemy that mimic Wizard powers. As an example, you could pick up the following items: +1 Master's Wand of Magic Missile(3rd level item) - Magic Missile 1/encounter that includes a push 1. +1 Master's Wand of Thunderwave(3rd level item) - Thunderwave as close burst 1/encounter +1 Wand of 1st level Encounter Power +2 Wand of Icy Rays(8th level item) - freeze ray +2 Wand of Precise Color Spray(10th level Item) - adds +1 to hit with Color Spray, critical hit with 1st roll of Color Spray - radiant flamethrower +4 Wand of Dark Gathering(18th) - tear gas grenade +4 Wand of Prismatic Burst(18th) - upgraded flash grenade +5 Wand of Mass Charm(23rd) - confusion gas? (throw in a wand of utility or 2...) If you upgrade the items when you're about 8 levels higher than the item, your to-hit with them, assuming a starting Int of 20 won't be that bad. They have an interesting effect in combat and make for a very wide variety of options. I typically consider them a 'I'm a 1st/2nd edition Wizard with spell slots' way of going about things, but easy to refluff into alchemist. [/QUOTE]
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