Advice for science/alchemic core class. [Archive] - Wizards Community

Post/Author/DateTimePost
The_Clumsy_Robot

10-15-06, 07:01 PM
I am in the early stages of designing a science-based/alchemy-based core class for a Baroque-themed low-magic setting. Basically, it's a class that does neat things (fireworks, explosives, pharmaceuticals) without magic.

Are there any existing classes that somewhat fit this theme that I can use as a model?

If you have any ideas, please don't hesitate to post them.
The_Clumsy_Robot

10-16-06, 12:37 PM
Bump.
periscope

10-16-06, 01:04 PM
http://boards1.wizards.com/showthread.php?t=297060

The Inventor here is great for what your thinking (make sure you get DM approval and that they have a lot of restraint or your going to end up with Gundams running around).
The_Clumsy_Robot

10-16-06, 06:29 PM
Thanks! This is quite close to the thing I'm looking for. I'm a bit put off by the lasers, but there's a lot to work with here.
The_Clumsy_Robot

10-17-06, 11:34 AM
Final bump before this dies for good. I'd like to get some more feedback, although it doesn't seem like I'll get any.
LordPendragon

10-17-06, 01:18 PM
Well, there are a lot of things to consider when making a class like this... do you want it to be akin to a primary spellcaster, gaining all its utility from "spells", or do you want it more like a Bard, with high skill points and decent BAB, plus some useful but not overtly powerful tricks thrown in.

Personally, here's how I'd do it...

Alchemist (No, not of the Full Metal variety, you silly person)

HD - D6
Fort - Medium (9)
Reflex - Medium (9)
Will - Medium (9)
Skills - 6 + Int
Class Skills - Quite a few. Mostly mirroring the Bard list, but without the magical skills.

If you're not familiar with medium save bonuses, they're from d20 Modern. You could probably change them to high Will and your choice of Fort or Reflex (or neither) depending on how you envision the class.

Class Features (Not in order, not complete)
A few Item Creation bonus feats
Half crafting time / exp use / gp cost
Bonuses to crafting and bartering skills
Unique crafting system, based on complexity
Trapfinding (maybe... I'd put it in, because I think anyone intelligent enough to be a primary crafter/alchemist would probably be smart enough to find traps very well)

I'm thinking... every few levels the Alchemist gains a new component they've figured out how to use effectively in inventions. Components can include explosives, poisons, acids, springs, gears, pulleys, wheels, combustion (steam engines), or pretty much anything else the DM determines is within scope of the setting. The DC for a craft skill would increase based on the number of components used in an item, the size of the item (more difficult as the size gets larger or smaller than medium), and the number of different component types used.

Hmmm... I'm liking the direction this is heading. I might finish it up later at work.