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The lazy fix to alchemists
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<blockquote data-quote="Stormonu" data-source="post: 9271376" data-attributes="member: 52734"><p>Putting some of my thoughts together (granted, I've had VERY limited interaction with this class - some of this may already exist)</p><p></p><p> - Alchemist: this subclass seems to revolve around self-buffing or augmentation through transformation. The subclass really seems like a one-trick pony, some alternative options/abilities that aren't restricted to potions would be nice</p><ul> <li data-xf-list-type="ul">Armorer/Artillerist: this subclass seems to revolve around item creation of weapons/armor. As noted above, I think these two subclasses should be combined with the option for emphasis on offense or defense. I'd like some options so that every Armorer isn't an Iron Man (the "repulsor beam" attack is the main culprit here) because that's a bit genre breaking; needs an option that allows the character to go heavy melee and not forced to primarily ranged.</li> <li data-xf-list-type="ul">Battlesmith: this subclass seems to be about battlefield control, and should have additional choices that allow them to push/pull/restrain/prone/flank opponents. The steel defender should provide some additional out-of-combat abilities so they aren't just combat focused.</li> </ul><p></p><p>What I'd like to see</p><p> - Forger: this would be a support subclass who primarily crafts items for use by others, somewhat a college of Lore/healer Cleric in nature. Care needs to be taken so that the subclass performs better augmenting allies than themselves (Artillerist/Armorer should cover the self-augmentation abilities).</p><p></p><p>- Wandsmith: somewhat adjacent to the Artillerist, using wands, staves and rods but not only for offense (Wand of Magic Missiles), but also for support/exploration (Wand of Enemy Detection, Wand of Illusions, etc.)</p><p></p><p>- Scribner: maker of scrolls, tomes and the like. Creates wards (such as Magic Circle of Protection) and possibly skills with languages</p><p></p><p>- Tailor: mimics abilities of creatures by creating garments such as robes, cloaks, boots, hats and the like. Sort of like 3E's incarnum class. Option for distilling the essence of creatures to infuse them into accessories.</p><p></p><p>- Jeweler: Psionic option, utilizing gemstones via rings, ion stones, jewels/gems, helm of brilliance and the like</p><p></p><p>- Tinker: Creates miscellaneous magic items, catchall subclass with no real focus (jack of all trades) but a wide berth of items that can be created and utilized</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9271376, member: 52734"] Putting some of my thoughts together (granted, I've had VERY limited interaction with this class - some of this may already exist) - Alchemist: this subclass seems to revolve around self-buffing or augmentation through transformation. The subclass really seems like a one-trick pony, some alternative options/abilities that aren't restricted to potions would be nice [LIST] [*]Armorer/Artillerist: this subclass seems to revolve around item creation of weapons/armor. As noted above, I think these two subclasses should be combined with the option for emphasis on offense or defense. I'd like some options so that every Armorer isn't an Iron Man (the "repulsor beam" attack is the main culprit here) because that's a bit genre breaking; needs an option that allows the character to go heavy melee and not forced to primarily ranged. [*]Battlesmith: this subclass seems to be about battlefield control, and should have additional choices that allow them to push/pull/restrain/prone/flank opponents. The steel defender should provide some additional out-of-combat abilities so they aren't just combat focused. [/LIST] What I'd like to see - Forger: this would be a support subclass who primarily crafts items for use by others, somewhat a college of Lore/healer Cleric in nature. Care needs to be taken so that the subclass performs better augmenting allies than themselves (Artillerist/Armorer should cover the self-augmentation abilities). - Wandsmith: somewhat adjacent to the Artillerist, using wands, staves and rods but not only for offense (Wand of Magic Missiles), but also for support/exploration (Wand of Enemy Detection, Wand of Illusions, etc.) - Scribner: maker of scrolls, tomes and the like. Creates wards (such as Magic Circle of Protection) and possibly skills with languages - Tailor: mimics abilities of creatures by creating garments such as robes, cloaks, boots, hats and the like. Sort of like 3E's incarnum class. Option for distilling the essence of creatures to infuse them into accessories. - Jeweler: Psionic option, utilizing gemstones via rings, ion stones, jewels/gems, helm of brilliance and the like - Tinker: Creates miscellaneous magic items, catchall subclass with no real focus (jack of all trades) but a wide berth of items that can be created and utilized [/QUOTE]
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