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Help with an Alchemist Class
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<blockquote data-quote="JDowling" data-source="post: 1185532" data-attributes="member: 12596"><p>The following is what i had done this morning pretty much, but i'm going to take another look at it based on the posts (lots of good thoughts in them, thank you).</p><p></p><p><strong>Creating a Substance (raw material):</strong></p><p><strong>Substance, DC</strong></p><p>Valuable Metals/Gems, 20</p><p>(Gold, silver, ruby, etc)</p><p>Darkwood, 20</p><p>Mithral, 25</p><p>Adamantine, 30</p><p>Glassteel, 30</p><p>Ironwood, 30</p><p></p><p><strong>Making a regular item:</strong> An alchemist can make any item that can be made with a craft skill (or the standard alchemy skill). The alchemist must have the appropriate craft skill, and sufficient raw materials of the proper element at hand. If both of those prerequisites are met then the alchemist rolls a craft check against the DC for the item as outlined in the player’s handbook under the craft skill.</p><p></p><p><strong>If the roll succeeds:</strong> The item was crafted, and has statistics as if it were a normal item.</p><p><strong>If the roll fails by 5 or less:</strong> The item was crafted, but is crude. In the case of a weapon the item does –1 damage, in the case of armor the AC is 1 less. Other items give –1 to any check made involving them (rope use with a flawed rope, etc).</p><p><strong>If the roll fails by more than 5:</strong> The transmutation was unsuccessful, the result is a lump of vaguely appropriate material in the vaguely appropriate shape. Other options are that the item looks fine, but is too brittle to be useful. DMs are free to use their imagination in description.</p><p></p><p><strong>Creating a masterwork item:</strong> For an alchemist to create a masterwork item with an alchemical transmutation they must make the item as per “Making a regular item” and succeed the roll, then at the same time they must roll a second craft roll (DC 20) to make it masterwork.</p><p><strong>Turning an existing item into a masterwork item:</strong> To do this, the alchemist must make an alchemy check DC 20 to determine if they can alter the item with enough control, then succeed a craft check DC 20 to complete the task.</p><p></p><p>START EDIT: Just to make the system more clear i'll outline a specific example.</p><p>Carlos the 12th level Alchemist decides that what he really needs right now is a masterwork adamantine longsword. Carlos has an Int of 20, alchemy skill of 15 (total with int mod: +20 to alchemy checks), and weaponcrafting of 15 (+20 mod).</p><p></p><p>Carlos wants to do this all in one round, so he rolls an alchemy check to see if he can create the adamantine (DC 30). Next he rolls a weaponcrafting check (DC 15, martial weapon). Finally, he rolls a weaponcrafting check (DC 20) to see if the final product is masterwork. If he makes all the checks 6 seconds later he has the sword he wanted, if he fails some of the checks different stuff happens.</p><p></p><p>Then I have a series of feats that mimic brew potion, scribe scroll (magical bullets, offensive spells only, up to 3rd level), craft magic arms & armor, a "create auto mail" feat (automail adds to str, dex, ac. weighs a lot, has a fairly low armor check penalty, AC bonus doesn't stack with regular armor).</p><p></p><p>Draugin - what sort of physical alterations can alchemists do in your work? Also, if it's not too much to ask would you mind sharing some more information about the creatures they can make and the "metaphysical approach to items"?</p><p></p><p>FoxWandor: I'm already diviating from the flavor of the series a bit to mesh the ideas more with the world i'm building. I like the idea of building the class similar to a bard, I hadn't really thought of that (I never liked playing bards <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />). I bet it would give a good mix of special abilities (transmutations), skills, and enough combat prowess to use what they make (Edward and Al can fight pretty well in the series). The bard thing might be a way to leave the alchemist powers pretty open but limit uses per day.</p><p></p><p>FrankTrollman: I think I got what you were saying about quality, that's where I came up with the current "DC system" for special materials and higher quality. Basically I made it so alchemically crafting "non-magical" items was an instantanous craft check. Thus if a character of that level can build it anyway, the alchemist can (but do it on the spot).</p><p></p><p>the following may contain very small spoiler into history of series - you have been warned <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Other interesting side note: In FMA you can't perform "human transmutations", however, Edward was able to save his brother Alphonse from death by transfering his spirit (using alchemy) to be bound to a suit of armor instead of his body. This makes Alphonse immortal (as is noted in issue 5 of the manga in a sort of "funny parody of the series" comic). I'm not sure if by human transmutation they simply mean no bringing back the dead, but Edward was able to prevent the death of his brother (by tradeing his leg) by tieing his soul to a suit of armor.</p></blockquote><p></p>
[QUOTE="JDowling, post: 1185532, member: 12596"] The following is what i had done this morning pretty much, but i'm going to take another look at it based on the posts (lots of good thoughts in them, thank you). [B]Creating a Substance (raw material):[/B] [B]Substance, DC[/B] Valuable Metals/Gems, 20 (Gold, silver, ruby, etc) Darkwood, 20 Mithral, 25 Adamantine, 30 Glassteel, 30 Ironwood, 30 [B]Making a regular item:[/B] An alchemist can make any item that can be made with a craft skill (or the standard alchemy skill). The alchemist must have the appropriate craft skill, and sufficient raw materials of the proper element at hand. If both of those prerequisites are met then the alchemist rolls a craft check against the DC for the item as outlined in the player’s handbook under the craft skill. [B]If the roll succeeds:[/B] The item was crafted, and has statistics as if it were a normal item. [B]If the roll fails by 5 or less:[/B] The item was crafted, but is crude. In the case of a weapon the item does –1 damage, in the case of armor the AC is 1 less. Other items give –1 to any check made involving them (rope use with a flawed rope, etc). [B]If the roll fails by more than 5:[/B] The transmutation was unsuccessful, the result is a lump of vaguely appropriate material in the vaguely appropriate shape. Other options are that the item looks fine, but is too brittle to be useful. DMs are free to use their imagination in description. [B]Creating a masterwork item:[/B] For an alchemist to create a masterwork item with an alchemical transmutation they must make the item as per “Making a regular item” and succeed the roll, then at the same time they must roll a second craft roll (DC 20) to make it masterwork. [B]Turning an existing item into a masterwork item:[/B] To do this, the alchemist must make an alchemy check DC 20 to determine if they can alter the item with enough control, then succeed a craft check DC 20 to complete the task. START EDIT: Just to make the system more clear i'll outline a specific example. Carlos the 12th level Alchemist decides that what he really needs right now is a masterwork adamantine longsword. Carlos has an Int of 20, alchemy skill of 15 (total with int mod: +20 to alchemy checks), and weaponcrafting of 15 (+20 mod). Carlos wants to do this all in one round, so he rolls an alchemy check to see if he can create the adamantine (DC 30). Next he rolls a weaponcrafting check (DC 15, martial weapon). Finally, he rolls a weaponcrafting check (DC 20) to see if the final product is masterwork. If he makes all the checks 6 seconds later he has the sword he wanted, if he fails some of the checks different stuff happens. Then I have a series of feats that mimic brew potion, scribe scroll (magical bullets, offensive spells only, up to 3rd level), craft magic arms & armor, a "create auto mail" feat (automail adds to str, dex, ac. weighs a lot, has a fairly low armor check penalty, AC bonus doesn't stack with regular armor). Draugin - what sort of physical alterations can alchemists do in your work? Also, if it's not too much to ask would you mind sharing some more information about the creatures they can make and the "metaphysical approach to items"? FoxWandor: I'm already diviating from the flavor of the series a bit to mesh the ideas more with the world i'm building. I like the idea of building the class similar to a bard, I hadn't really thought of that (I never liked playing bards :P). I bet it would give a good mix of special abilities (transmutations), skills, and enough combat prowess to use what they make (Edward and Al can fight pretty well in the series). The bard thing might be a way to leave the alchemist powers pretty open but limit uses per day. FrankTrollman: I think I got what you were saying about quality, that's where I came up with the current "DC system" for special materials and higher quality. Basically I made it so alchemically crafting "non-magical" items was an instantanous craft check. Thus if a character of that level can build it anyway, the alchemist can (but do it on the spot). the following may contain very small spoiler into history of series - you have been warned :D Other interesting side note: In FMA you can't perform "human transmutations", however, Edward was able to save his brother Alphonse from death by transfering his spirit (using alchemy) to be bound to a suit of armor instead of his body. This makes Alphonse immortal (as is noted in issue 5 of the manga in a sort of "funny parody of the series" comic). I'm not sure if by human transmutation they simply mean no bringing back the dead, but Edward was able to prevent the death of his brother (by tradeing his leg) by tieing his soul to a suit of armor. [/QUOTE]
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