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Help with an Alchemist Class
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<blockquote data-quote="Draugin" data-source="post: 1184910" data-attributes="member: 12173"><p>Sorry I didn't answer before but yesterday I had many problems loading ENWorld pages and at the end I stopped before smashing the keyboard (I <strong>hate</strong> sloooooow loading times). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>I haven't heard about the Full Metal Alchemist series before, but from what you've said it sounds very cool! I like alchemy as a fantasy subject (with some historical perspective) and each reference to alchemy instead of the abused magic is appreciated!</p><p></p><p>Ok, stop chattering and let's start with the hard work.</p><p>My alchemist is more on the Wizard side (d4, poor BaB, etc.) because he's mainly a scholar, but obviously for balance reasons I know you had to put that d8 and other stuff.</p><p>The fact is that I've developed (still work in progress) an opera system similar to spells system and without that I don't know how to make a balanced alchemist class. The alchemist has got some other cool features like Extemporary Craft - similar in concept to what FowWander said, an "alternative bardic music" - , but the core power of the class comes from the opera per day (just as not all bard's power comes from bardic music).</p><p>Other that transmuting objects, I think alchemists could do a lot of incredible (and nonmagical) things (you also said that). Frankly, I admit my limit and I don't see how to create a list of stuff the alchemist can daily do (in D&D rules) without putting some "slots" or something. I'm talking about "daily" power just because we want the alchemists to be adventurers and not lab guys, uh! They can craft alchemical long-term items, sure, but they must have something they can do during every encounter!</p><p></p><p>Suggestion for what the alchemists can do (concepts from the opera list of my alchemist):</p><p>-prepare healing concoctions;</p><p>-boost abilities with drugs;</p><p>-craft chemicals (poisons, acid, et cetera);</p><p>-generate creatures (from plants or vermin to Homuncoli);</p><p>-craft explosives;</p><p>-enhance special properties of materials (i.e. magnetism);</p><p>-modify materials (hardness, hit points, weight...);</p><p>-transmute materials;</p><p>-physical alteration (yes you didn't want it, but this is a branch of my alchemist);</p><p>-metaphysical approach to items (modify the <em>quintessence</em> of an object);</p><p>-...</p><p></p><p>Yes I know those items don't say a lot but there's a lot more I could add... just ask something.</p><p>Those are only very loose definitions. For example, "chemicals" range from 1st level <em>noxious aroma</em> to 9th level <em>acid rain</em>.</p><p></p><p>Ah just for Frank Trollman's problem, I should say that each opus has to be <strong>triggered</strong>* by the alchemist before being employed. (* instant-translation from the Italian <em>innescare</em>, I don't know how it sounds). </p><p>Triggered opera can be used (nearly) by anyone but there is a sort of decaying time that prevents an alchemist from triggering all his opera and giving them to allies. And since he can use most of these opera better than other PCs, I'm sure in most cases he won't depart from his toys.</p><p>AND each untriggered opus degenerates 24 hours after preparation. So there is no balance problem and the alchemist has an active role in the party.</p><p></p><p>Tell me what you think, and if you need some clarifications I'm here!</p></blockquote><p></p>
[QUOTE="Draugin, post: 1184910, member: 12173"] Sorry I didn't answer before but yesterday I had many problems loading ENWorld pages and at the end I stopped before smashing the keyboard (I [B]hate[/B] sloooooow loading times). :) I haven't heard about the Full Metal Alchemist series before, but from what you've said it sounds very cool! I like alchemy as a fantasy subject (with some historical perspective) and each reference to alchemy instead of the abused magic is appreciated! Ok, stop chattering and let's start with the hard work. My alchemist is more on the Wizard side (d4, poor BaB, etc.) because he's mainly a scholar, but obviously for balance reasons I know you had to put that d8 and other stuff. The fact is that I've developed (still work in progress) an opera system similar to spells system and without that I don't know how to make a balanced alchemist class. The alchemist has got some other cool features like Extemporary Craft - similar in concept to what FowWander said, an "alternative bardic music" - , but the core power of the class comes from the opera per day (just as not all bard's power comes from bardic music). Other that transmuting objects, I think alchemists could do a lot of incredible (and nonmagical) things (you also said that). Frankly, I admit my limit and I don't see how to create a list of stuff the alchemist can daily do (in D&D rules) without putting some "slots" or something. I'm talking about "daily" power just because we want the alchemists to be adventurers and not lab guys, uh! They can craft alchemical long-term items, sure, but they must have something they can do during every encounter! Suggestion for what the alchemists can do (concepts from the opera list of my alchemist): -prepare healing concoctions; -boost abilities with drugs; -craft chemicals (poisons, acid, et cetera); -generate creatures (from plants or vermin to Homuncoli); -craft explosives; -enhance special properties of materials (i.e. magnetism); -modify materials (hardness, hit points, weight...); -transmute materials; -physical alteration (yes you didn't want it, but this is a branch of my alchemist); -metaphysical approach to items (modify the [I]quintessence[/I] of an object); -... Yes I know those items don't say a lot but there's a lot more I could add... just ask something. Those are only very loose definitions. For example, "chemicals" range from 1st level [I]noxious aroma[/I] to 9th level [I]acid rain[/I]. Ah just for Frank Trollman's problem, I should say that each opus has to be [B]triggered[/B]* by the alchemist before being employed. (* instant-translation from the Italian [I]innescare[/I], I don't know how it sounds). Triggered opera can be used (nearly) by anyone but there is a sort of decaying time that prevents an alchemist from triggering all his opera and giving them to allies. And since he can use most of these opera better than other PCs, I'm sure in most cases he won't depart from his toys. AND each untriggered opus degenerates 24 hours after preparation. So there is no balance problem and the alchemist has an active role in the party. Tell me what you think, and if you need some clarifications I'm here! [/QUOTE]
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