Complete Alchemist
Added 2016-04-01 04:44:56 +0000 UTCBoom!
An explosion rattles the room as a goblin alchemist cackles maniacally.
The Complete Alchemist is the definitive Alchemist class, complete with 5 subclasses, three of which are exclusive to this update: the Formulaeist, the Mutagenist, and the Xenoalchemist. There's also a bunch of new Discoveries.
Also, we've included the Drugs supplement, so you can introduce fantasy narcotics into your campaign world (what else would an alchemist be working on in his spare time?)
Changelog:
- v1.01: Missed a pretty major copy/paste error in formatting. Fixed now.
- Formulaeist: bomb slinger: range is 60/120
- Mutagenist: Permanent Mutation: 17th level
- Brew Potions: half alchemist level, rounded up; Poisoner: can brew serpent's venom for 2 AP; Venom Sac: bonus action
- Mutagenist: Bombs: potion of heroism changed to diminution
- You get one more Discovery and one more Formulae when you gain these features
- 6/19/16: Teleportation Bomb: 30 foot limit
- 9/5/16: Typo in Ability Score Improvement fixed
- Alchemy of Life: Potion of Greater Healing for 3 Alchemy Points changed to Potion of Superior Healing for 3 Alchemy Points
- 9/15/16: Chameleon Concoction: Lasts one hour
- [Typos]
- Bombs: Reworded
- Bombs: Creatures that are not proficient with bombs do not have disadvantage with attack rolls using them
- Bombs: You can aim a bomb at an empty space within range, which has an AC of 8
- Rocket Bomb: Reworded to be consistent with new Bomb text regarding targeting empty locations
- Fear Bomb: Target is afraid of you
- Alchemy of Life: removed due to SRD restrictions on potions
- Apothecary: Additional Potions: Elixir of Health replaced with Potion of Poison
- Mutagenist: Additional Potions: Fire breath replaced with Hill Giant Strength
- Xenoalchemist: Additional Potions: Fire breath replaced with Hill Giant Strength
- 3/19/17: Quick Build changed to remove reference to feats and backgrounds
- 3/24/17: [meta]: file renamed 'Complete Alchemist'
- Art: New alchemist art on page 1, alchemy golem art touched up
- Lazarus Bolt: 1/short
- 4/23/17: Brew Potions: Reworded
- Apothecary: Painkiller Bomb: Automatically succeed on attack rolls against a willing target, temp HP increase levels changed
- Apothecary: Panacea: 100 gp cost
- Mad Bomber: Demolition: Ignores damage threshold
- Xenoalchemist: Graft: Bonemail: AC = 14 + Dex (max +2)
- Formulae: Laughing Gas Bomb: Con save instead of Dex save
- Formulae: Stink Bomb: Con save instead pf Dex save
- Formulae: Thorn bomb damage scales
- Discovery: Alchemist Goggles: Aura vision added
- Discovery: Aqua Fortis: Cost removed, limit of 3
- Discovery: Clotting Agent: HP increase changed to alchemist level + Con, +1 for at each level
- Discovery: Draught of Necromancy: One potion limit removed
- Discovery: Construct Bomb: Reworked completely
- Discovery: The Doctor is In: HP reduction is 10
- Discovery: Field Laboratory: Set up and tear down times reduces to 30 minutes each
- Discovery: Sandstone Solution: Can also turn stone into mud
- Discovery: Skeletal Augmentation: AC increased to 16
- Discovery: Body Bomb: Prerequisites simplified, reworded
- Drugs: Alchohol: Temp HP gained is 2 per dose
- 5/3/17: Formulae: Stink Bomb: Typo fixed
Comments
The bomb is a weapon, and you throw it on your turn with the Attack action, but you can never throw more than one bomb in a turn, regardless of other class features. Technically, you build bombs over a long rest, before going into a fight, but you're not intended to keep track of your bomb supply -- you just have enough bombs on hand for battle.
Mage Hand Press
2017-07-31 16:55:31 +0000 UTCIt says you can only throw one bomb per round, does that mean it takes an attack action to throw? Meaning if you multi classed into something with multiple attacks you could throw more than one bomb? Also I'm having trouble with the making of bombs, does it take an action? Bonus action? A certain amount of time to make a bomb? or is making the bomb and throwing it combined? I am wondering if you have to build bombs before going into a fight or if you just build them on the fly
James Andrews
2017-07-31 14:56:12 +0000 UTCOk cool I just wanted to verify before I brought this to my DM and because the bombs seem to be the main source of damage from the alchemist I wanted to know if after I use them all I'm almost useless
tyrell hayward
2017-06-23 05:31:03 +0000 UTCThere's no specific limit to the number of bombs you can create on a given day (in fact, I encourage you not keep track of your bombs in general.) This clause is more or less intended to make sure you don't create and sell an infinite number of bombs at a profit.
Mage Hand Press
2017-06-23 04:11:47 +0000 UTCQuick question about the bombs, is there a limited to the amount you create number of bombs you can make a day? i ask because there's a part in the PDF about bombs becoming inert after 24hrs
tyrell hayward
2017-06-23 04:09:38 +0000 UTCThe Potion Bombs feature comes online at 10th and 17th level -- different bombs are unlocked at each level.
Mage Hand Press
2017-05-01 04:15:11 +0000 UTCQuestion: There seems to be no level 17 feature for the formulaist. In fact, it seems that all such features come online at 10th. Is this the case?
John Darkmagic
2017-05-01 04:12:45 +0000 UTCI'm glad you're liking the character so far! We realized that a few of our patreon books (which are published under the Open Gaming License) were actually using material not included in the SRD. Legally speaking, that a big no-no. Alchemy of Life was the only feature removed from this class in order to make it OGL compliant, although some of the subclasses have seen small changes to the potions they are offered. If you need the exact text of that feature, you can find it in the original (non-complete) alchemist on MFoV. Hope that makes sense
Mage Hand Press
2016-12-31 05:17:34 +0000 UTCI'm glad you're liking the character so far! We realized that a few of our patreon books (which are published under the Open Gaming License) were actually using material not included in the SRD. Legally speaking, that a big no-no. Alchemy of Life was the only feature removed from this class in order to make it OGL compliant, although some of the subclasses have seen small changes to the potions they are offered. If you need the exact text of that feature, you can find it in the original (non-complete) alchemist on MFoV. Hope that makes sense
Mage Hand Press
2016-12-31 05:17:34 +0000 UTCHey, my alchemist character has been doing great. Whilst looking through the discoveries I noticed that there is no longer Alchemy of Life (the discovery that gives you access to potions of superior healing). I don't know if this is a recent change or if I'm just mis-remembering, but I thought I'd ask you lot about it anyway.
Dragun
2016-12-31 04:15:45 +0000 UTCAnytime! The alchemist is near and dear to our hearts. Lemme know if you have anymore questions
Mage Hand Press
2016-12-14 08:10:23 +0000 UTCWow, thanks for the fast response. It's awesome to see that you lot care about the feedback from even your older creations.
Dragun
2016-12-14 04:41:51 +0000 UTCWhile preparing to answer some of these questions, I made some changes to the class. Terror bombs now specify that the target is afraid of you. For all bombs, I've included a sentence that clarifies that you can target the ground, which has an AC of 10. For nonlethal bombs, this is still a little like a double-jeopardy problem (asking for a successful attack roll and an unsuccessful save), but it only requires you to make a AC 10 attack roll. For damaging bombs, it gives you the option to choose if you want to go for full damage on the target or get an easier attack roll with less damage.
Mage Hand Press
2016-12-14 04:11:20 +0000 UTCHey Vecna crew. I'm going to be rolling with your alchemist class for my longest running campaign, as it seems right up my alley. Just wanted to get some help with some mechanics. Firstly, with non-lethal bombs (namely the Formulist's bombs, such as Terror bombs), do you have to roll to attack them and then they do their saves, or is it just immediate saves? Secondly, with the Terror bomb, it says that they are affected by the spell Fear. Fear makes them move away from the caster, so would targets of Terror bombs run away from the alchemist or the bombs destination? Thanks in advance for helping with this.
Dragun
2016-12-14 02:21:41 +0000 UTCOil Bomb: Ok, so if the bomb is based on the grease spell, does an enemy that end its turn on the area have to make a dexterity saving throw or fall prone? Holy Bomb: What about its normal damage type? I know it does 4d6 radiant damage to undeads and fiend who fail their saving throw, but what about the damage to the original target and creatures in the blast radius? Is it radiant damage? And after some more thoughts about the class, here goes a few more questions: Pain Killer Bomb (Apothecary): The description says the alchemist has advantage when throwing the bombs towards a willing creature, so you need to roll higher than your allies AC for it to work. Don't you think that should be an automatic hit? Well, while playing it, I've managed to miss allies quite often, wasting my action on that turn and I don't believe there is something similar to this on 5e. If you want something beneficial to hit an ally, it just hits. Also, don''t you think that having troubles targeting someone on your side, just because he has a high dexterity, hence a high AC, is kinda strange? Bombs: The description says that if you miss an attack, the bomb doesn't explode, but is it inert or can it be picked up and used by an ally, for example? If you miss, does the bomb stop at the square you intended to hit, maybe 5 foot away from it? It probably can be used by the catapult spell, but does the bomb explode when hitting the target, working like usual, with another dexterity check or saves? Size: When hitting a larger creature, does the bomb have that 5 foot radius, based on the creature's size (12 squares for a large creature, for example) or it still affects 9 squares and you choose one square the creature occupies to be the center of the blast radius?
Carlos Gomes
2016-11-08 14:37:21 +0000 UTCAiming at the ground: By RAW. there's no provision for targeting the ground to get a splash damage effect. We've experimented with it as a house rule, and nothing seems to break horribly, but we didn't design around this idea, so it's not an official rule. Throwing Bombs: When you throw a bomb at a creature and roll higher than its AC, you hit. The creature then takes the full damage of the bomb. Creatures in the blast radius (and possibly the target itself, depending on the formula) must make saving throw or take a fractional amount of damage. Typically, the blast radius is 5 feet, which means different things on a square grid, hex grid, and when playing without a grid. On a square grid, this is 8 affected squares. Oil Bombs: By RAW, oil bombs aren't flammable. We used the grease spell as the basis for this bomb, which is also inflammable. If you wanted for this to cause fire damage when ignited, I would recommend dealing something like half the bomb's fire damage. Tanglefoot: Right now, this is basically a two-defense thing. This is largely because you can't normally impose a condition in 5e without a saving throw, and bombs already require an attack roll. This might be something I'll modify somewhat. Teleportation Bomb: Bombs can be throw just about anywhere you want, but they only deal damage to a creature when it's thrown at the creature.
Mage Hand Press
2016-11-06 18:36:15 +0000 UTCHello again, I've been playing an alchemist for some time now, and have a few questions to ask: * Can you aim to hit the ground with a bomb? I know there's no such rule in 5th edition, but it is just logical. If so, creatures who are in the area would take half damage? * On the same subject, how does throwing bombs works exactly? You aim at a creature, have to roll higher than its AC to hit it and it takes full damage. Afther resolving the attack, if using a special bomb, the target and the affected cratures must make a saving throw? Isn't it strange, having to go through 2 defenses to make full use of a bombs ability? That's why I'm asking if its possible to aim at the ground. * And one last question about bombs in general; how does the 5 foot radius works? On a square grid, would it be every square adjacent to it (8 squares in total)? * Does a holy bomb does radiant damage normally? There's nothing mentioning the damage type in its description. * Is an oil bomb flammable? Can you have more than one bomb affecting an area or is it like the thorn bomb? Is there any consequence to being covered in oil (hence the flammable question)? Is the saving throw, that every creature in the blast radius has to make, made only when you hit the bomb or every creature on the are that starts its turn there has to make it or fall prone? *Do you have to roll higher than a target's AC to make it roll a saving throw against the tanglefoot bomb? 2 Defenses again? *If every bomb needs to have a target, do you have to target someone to use the telepotation bomb?
Carlos Gomes
2016-11-06 17:46:01 +0000 UTCOkay. Thank you for the promptness of your replies and changes. Again, I have a player playing this class right now in my game, and I just wanted to make sure that all of the wording was clear. It is a fun class to have in a game, and I do have something that I would like to have you guys take a look at at some point. I will post it in the community section in a bit here, and I just want to see if it is balanced as far as you guys can tell. I found it on tumblr of all places, but it is a class that one of my characters really wanted to play in my game.
Ryan Slawson
2016-09-26 01:41:26 +0000 UTCDone and done. To answer your questions (though the features have been reworded to make them clear), I'm setting a one hour limit on Chameleon Concoction, which is plenty of time for sneaking, and you can recover hit points and hit dice normally after attaching a graft.
Mage Hand Press
2016-09-26 01:32:58 +0000 UTCBombs: “Your bombs are finesse thrown weapons with a range of 30 feet / 60 feet that deal 1d10 fire damage.” Should be: “Your bombs are finesse thrown weapons with a range of 30/60 feet that deal 1d10 fire damage.” Brew Potions: “The potions retain potency 24 hours, after which they become inert.” Should be: “The potions retain potency for 24 hours, after which they become inert.” Temporal Bomb: Haste: “The target creature accelerated through time.” Should be: “The target creature is accelerated through time.” Mutagen: “Additionally, it grows claws, fangs, spines, horns, or a different natural weapon of your choice. The unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and it is proficient with your unarmed strikes. Finally, the natural weapon is magic and it has a +1 bonus to the attack and damage rolls it makes using it.” Should be: “Additionally, it grows claws, fangs, spines, horns, or a different natural weapon of your choice. They gain an unarmed strike that deals 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and it is proficient with the unarmed strike. Finally, the natural weapon is magic and it has a +1 bonus to the attack and damage rolls it makes using it.” Mad Scientist: “The process of attaching or removing a graft is brutal, reducing a creature's hit points by half its maximum and expending all of its hit dice. For 24 hours, the creature must recover after the attachment of the graft, during which time it can't use the effects of its grafts.” This does not mention when the hit points, or hit dice are restored. Is it when a rest occurs? As this is worded it seems like it is a permanent effect. Chameleon Concoction: “You may drink this potion to camouflage as a bonus action. While camouflaged, you have advantage on Dexterity (Stealth) checks to avoid being seen. This potion loses potency at the start of your next long rest if it has not been used. You may only have one of these potions at a time.” This doesn’t mention how long it lasts for once consumed, only if it is not consumed. By reading this as is, it seems that once you drink it, you never need to drink it again, as its effects last forever. Landmine: “You can have a number of landmines up to your intelligence modifier at one time.” Should be: “You can have a number of landmines up to your Intelligence modifier at one time.” (Intelligence is not capitalized)
Ryan Slawson
2016-09-26 01:03:35 +0000 UTCHello again, I decided since I went through the Complete Warmage, i might as well go through the Alchemist as well. This is what I found for minor typos and a couple of califications on rules.
Ryan Slawson
2016-09-26 01:03:27 +0000 UTCMy bad, I forgot to read that discovery entirely. About your way of giving players grafts, it is great! I've never thought about that and I think I'm gonna start using that method. We usually treat death as permanent, but it could lead to some very interesting role-playing. I'm not a very experienced DM, being a player for most of my life, so thinking more about the whole picture is something new to me. I agree that you were too harsh with the penalties for another player having grafts, given the fact that it is a fifteenth level ability, but that's not something to worry too much. I personally think that it should be available sooner, around level 10 or something, however, only because I still can't see a high level campaign working. But that's just me thinking that's a problem with the system.
Carlos Gomes
2016-09-06 18:55:00 +0000 UTCThat sounds pretty reasonable. We were a little harsher in the discovery, The Doctor Is In, which deals with applying grafts to other creatures, and subtracted an additional Con mod HP up top of that, but I wouldn't split hairs over it. It depends on how you're giving these to players, but I think a trade of 2 grafts for a feat might also be reasonable, without an HP loss. Personally, last time I gave a player a graft, it was following a near player death. At my table, when a PC dies, I ask the player if they want the death to be permanent. If not, the player can keep playing with the PC, but it normally will have suffered some horrible disfigurement. Grafts are a convenient way of fixing these problems. Leg ripped off? Eye gouged out? No problem! There's a graft for that.
Mage Hand Press
2016-09-06 05:23:01 +0000 UTCIt's my pleasure! Welcome to the patreon, by the way.
Mage Hand Press
2016-09-06 05:12:01 +0000 UTCAre the grafts from the Mad Scientist class feature only available to the alchemist? Can't he use one of those grafts on another player? I know doing that can mess with game balance, but considering not every player wants some crazy person messing with their bodies and applying the same limit of prociency bonus to the limit of grafts on someone, maybe it could just be an option? If balancing things is the top priority, why not make the player lose, I don't know 2 constitution points if he wanted to have those grafts? That would probably make someone think twice about just doing the surgery.
Carlos Gomes
2016-09-06 04:51:39 +0000 UTCThanks for the reply, reading this small note and doing the changes. I'm really glad you seem to listen to feedback :)
Carlos Gomes
2016-09-06 04:45:18 +0000 UTCI thought those discoveries you mentioned were supposed to be class features, but I also don't think it is something to worry about. It was just a quick question, really. Thanks for the fast reply.
Carlos Gomes
2016-09-06 04:43:39 +0000 UTCI'm glad that you brought that up, because I've been meaning to change this feature to give a potion of superior healing for 3 alchemy points. In general, I think that the potion-oriented discoveries in this class probably need to be more potent to be desirable alongside some of the more offensive options.
Mage Hand Press
2016-09-05 20:56:38 +0000 UTCGood question! We went back and forth on those no-level-prereq discoveries quite a bit in design. These features were written without a particular level in mind (some were intended for subclass features, even), and they really don't deserve a level prerequisite. Plus, they're really too thematically specific to open up for all alchemsits, so, rather than cut them for level consistency, we included them for the new classes as a kind of base level of discovery. We could have retroactively added a prerequisite to Syringe for apothecary, and Fire in the Hole for mad bomber, but I prefer the complete alchemist to be an expansion on the regular alchemist, with no core rule changes between the two of them.
Mage Hand Press
2016-09-05 20:45:57 +0000 UTCAlso, there's no exclusive discovery on the eleventh level, but Alchemy of Life gives access to brewing potions of greater healing, invulnerability and vitality. As the Apothecary field of study gains a feature on the tenth level that allows a character to create potions of greater healing and elixirs of health, I wonder if a "healer" oriented character, taking this field of study and choosing that discovery would feel like that's a little waste. Of course, having access to potions of invulnerability and vitality thanks to the discovery is something great, but considering that the only thing he would get that is different from the others is the elixir of health, the only advantages would be curing blindness, deafness and paralysis. I'm just asking if that's the true intent.
Carlos Gomes
2016-09-05 20:13:01 +0000 UTCIt seems that every field of study has a exclusive discovery on the eighth and fifteenth level, but only the xenoalchemist, mutagenist and formulaeist have discoveries that are exclusive but don't have a level prerequisite. Is this a design choice or a overlook on some discovery related to the apothecary and the mad bomber?
Carlos Gomes
2016-09-05 20:01:02 +0000 UTCThanks for the quick reply. This does answer some of my questions.
Vanyel Siegel
2016-08-28 20:54:03 +0000 UTCYou can find rules for the timed explosives in the Mad Bomber feature, Demolition. This also allows you to only use conventional bombs, as do landmines. The reason we restrict formulae only to thrown bombs is because we use that assumption to add a lot of mechanical clarity. What does an oil bomb do when also rigged up as a body bomb? Can a tanglefoot bomb be used as a landmine? There's a lot of combinations that not only don't make sense, but also cause mechanical imbalances. The narcotics section doesn't include crafting rules or costs because both of these aspects are missing in the PHB, and provided as optional (and often very vague rules) in the DMG. Because of this, it's kinda hard to pin down how much gold a character might have in a campaign, and, based upon that, how much a particular dose should cost. Figure this out with your DM for your campaign, and keep it simple -- like 10 gp for any dose. (Most drugs presented here are about equal strength, since they're balanced for advantages/disadvantages.) Thanks for the questions, and I hope my answers helped.
Mage Hand Press
2016-08-28 19:34:45 +0000 UTCAnd in the narcotics section you didn't give any details about how to make them, or how much it costs to make them.
Vanyel Siegel
2016-08-28 17:50:05 +0000 UTCWhy can you only use formulae when throwing a bomb? That limits you away from some significant opportunities. Also it says in the Chemical Reactions section that you can use a fuse for timed bombs, however I did not see any rules for that. Can you use formulae on time bombs? And my question about saving throws was about whether people get a saving throw against a nuclear bomb if it was inside a body.
Vanyel Siegel
2016-08-28 17:47:17 +0000 UTCYou can't place a bomb with a formulae in a creature using body bomb (because formulae are specifically added when you throw a bomb.) The creature that has the bomb inside it doesn't get a save -- it just explodes into chunks.
Mage Hand Press
2016-08-28 07:09:51 +0000 UTCCan you use the body bomb Discovery with a nuclear bomb? And if so, do they get a saving throw?
Vanyel Siegel
2016-08-28 07:01:40 +0000 UTCIt's all good -- this point is subtle. The Bombs feature makes note that you can't throw more than one bomb a turn. Grenadier doesn't override this -- it allows you to make an additional attack after throwing a bomb, but that attack can't be used to throw a bomb as well.
Mage Hand Press
2016-07-06 23:34:11 +0000 UTCSorry if this has already been asked.. but does the Grenadier discovery allow one to Throw a Bomb as an action (being that it's a throwing weapon so Attack action could be used) then throw another as a bonus action?
Kristopher Scarbrough
2016-07-06 22:59:17 +0000 UTCThe intent behind the bomb damage was that it would be a die or so higher than a warlock using eldritch blast, but with closer range and a bit of burst damage. The damage is a little higher per round than most things for a vanilla bomb, but if you want some utility out of your bombs, you'll probably be using a formula with a lower damage dice, which represents a trade of benefits. The mutagenist was actually more inspired by Bloodborne, which I was playing obsessively at the time of writing. The bonus action mutagen came about as a comparison to the quick blood vial being jabbed into your character's leg. Mechanics and further influence were from pathfinder. Now, I'm not an expert on the witcher, but if you want a little more melee potential, I would go with the Clotting Agent, Skeletal Augmentation, and maybe Fire Brand.
Mage Hand Press
2016-06-04 03:50:39 +0000 UTCLove, love, love this. I never got to play the alchemist as our group never played pathfinder. I was always interested in the class, but didn't know much about it - until now! (I've since done some research on the pathfinder class). So far I've made a thri-kreen alchemist (inspired by amber weavers/mantid from WoW) and a witch doctor! Can't wait to test them out. Now I haven't played high level 5E yet, but the damage from bombs seems very high? 10d6 damage per round - theoretically unlimited? I could be wrong, but that seems like a lot? Would love to heard if you have tested it at high levels. The mutagenist. I understand this is a translation from the pathfinder class. However to me, it seems like the original was inspired by the Witcher? Have you read the books/played the games? Do you have any suggestions on how to make a sub-class more Witcher like? So more melee weapon orientated, less bomb orientated? In my head I imagine the bombs would be what the signs are to them in the game - more help but not their main focus? I dunno if it's possible to do with the current class skeleton but it was just a thought.
Damian Spurling
2016-06-04 03:00:27 +0000 UTCWe encountered this in playtesting literally just yesterday. We interpreted the DMG to mean that the DM can roll randomly or pick to determine the resistance type, which is fixed for the potion. The interpretation that the actual resistance is random makes the potion basically useless in almost all situations, alchemist or not. So I totally agree that the potion of resistance is the alchemist's choice, and this is the way we ruled it.
Mage Hand Press
2016-04-12 08:56:37 +0000 UTCRegarding Potions of Resistance from the Brew Potions feature, is it intended to be randomised? By RAW it seems to be since in the DMG the Potion of Resistance goes to a 1d10 table or DM's choice to determine the specific resistance. Intuitively it seems intended to be alchemist's choice, but if not then there's no real point in brewing them.
Ash
2016-04-12 08:42:11 +0000 UTCSince I can't figure out how to fo a comment chain, I think that a d6 scaling at half speed (So 1d6+1d6/4 levels) might be suitable if you wanted to do damage poison, but at the very least I would suggest save half at bomb DC. Alternatively you could make it its own poison using the chemicals from your bombs at the same d4 or d6 or even the die size used by the bombs and apply bomb discoveries. In this, (with bomb DC) you can have a poison that does more than flat damage. Limiting it from being sharable is preferable honestly because 'give it to the party fighter' is hindering the mad chemist or toxicant fantasy. The class should be self contained, if sharing hinders its potency. Bonus action application from venom sac is honestly an amazing change and I strongly request it. Having to lick all your natural weapons every minute forever is kinda odd. I am on lunch but I have to say that I am so glad you guys are willing to take critique because this class is -almost- everything I wanted for a character concept - the only thing missing is the weak poison.
Spooky Pumpkin
2016-04-02 23:02:11 +0000 UTCThis was actually because I was very wary of the poisoned condition and how to balance the effects of different poisons (but I'm not completely inflexible on this front, if I can find a way to make it work.) Causing a creature to be poisoned for as little as 1 minute is extremely debilitating and the poisons in the SRD are all extremely dangerous. The leap from basic poison (+1d4 for 1 minute) to the next weakest poison, serpent's venom (+3d6), is really high, especially since you can give the poison to the party fighter who can deal it multiple times a round. Perhaps I could offer serpent's venom for 2 or 3 alchemist's points as well. Maybe do venom sac as a bonus action application. Thoughts? What's the right level on this? Total side note: do you know how long the SRD injury poisons are supposed to last before they dry out? I would like to assume that they work like basic poison, but there doesn't seem to be a general rule in the description.
Mage Hand Press
2016-04-02 22:08:12 +0000 UTCThis one was all playtesting. We tried a d8 hit die for a long time, but in playtesting, we found that it running in and getting close wasn't always an optimal strategy, since ranged weapons attacks are problematic in melee. By consequence, the party alchemist was already hanging back and chucking bombs, because it was the only reliable means of dealing damage. It plays like a caster, in that respect. Plus, there are Discoveries that boost HP and AC if you want to contend with the party fighter. This decision works in practice, trust me.
Mage Hand Press
2016-04-02 21:51:52 +0000 UTCWhat made you decide on d6 hit die? That is normally reserved for arcane casters, which this isnt and does not have the means to pretend to be. D6 really pushes 'stand far back and chuck bombs' to the point of excluding a melee build because you could very well die almost instantly.
Spooky Pumpkin
2016-04-02 20:57:45 +0000 UTCWhat made you go with basic poison for the poison on the alchemist discoveries and xenoalchemist? 1d4 poison for 1m is kinda weak, but the DC10 save none makes it absolutely terrible. Especially weak when considering that instead of attacking with a poisoned weapon for 1d4-1d10+Dex+1d4 Poison, you could throw a bomb for 1d10+int or more with splash too. I realize that the poisoned condition is kinda ridiculous in 5e, but the damage is piddling and nothing but a CR<1 is going to fail the save and take it at all. Such limitations on a toxicant style alchemist/xenoalchemist really make me sad.
Spooky Pumpkin
2016-04-02 20:55:55 +0000 UTCIf I recall correctly, the only bomb that uses a fixed DC is the tanglefoot bomb for it's subsequent round effects, and this was to reign in its power after some playtesting. It's initial save is still determined by the Bomb Save DC
Mage Hand Press
2016-04-02 18:59:24 +0000 UTCIs there a reason that some bomb effects use flat DCs instead of the bomb save DC? This has the effect of making some, such as tanglefoot really good early but poor late. Is the a specific reason why this is so, or is there a reason it can't be changed?
Spooky Pumpkin
2016-04-02 18:34:10 +0000 UTCThe 15th level feature should be at 17th level -- that's a typo (which I'll fix ASAP.) The lack of the 7th level feature is intentional, as you get mutagen improvements at that level, which takes the place of the feature (it was cleaner to group this into 1 feature, rather than re-list all the mutagen types again.)
Mage Hand Press
2016-04-02 18:23:36 +0000 UTCLoving the xenoalchemist, it looks sweet. Mutagenist seems a bit weird with the levels of its features though? The Field of Study feature says your chosen field gives you features at levels 3, 7, 10, and 17 but mutagenist gets features at levels 3, 10, and 15, getting its final feature early and completely missing a 7th level feature. Is that intentional?
Mai Starberries
2016-04-02 17:31:57 +0000 UTCFixed this one too, by the way. The changelog is back in full force, baby.
Mage Hand Press
2016-04-02 08:14:33 +0000 UTCI noticed that even in the updated version there is still a copy/paste error with the Xenoalchemist where the Troll Blood graft has the text from the Resilient Hide graft and Nauseating Stench has the text from the Leaping Legs graft. Other then that I am really liking the Xenoalchemist and Mutagenist archetypes.
Matthew C
2016-04-01 14:17:50 +0000 UTC