Alchemist WiP

Post/Author/DateTimePost
#1

Broken_Devil

Apr 06, 2015 19:07:43

here  is a link to a link of my Alchemist Homebrew, so that WotC has to actually show recognition

 

http://www.enworld.org/forum/showthread.php?411136-Alchemist-WIP-based-off-of-Pathfinder-MoE3-5-HELP-ME!

 

Anyways, I've been working on it on multiple forums to get it to this stage and I would like another large set of input

#2

mbeacom

Apr 07, 2015 7:52:26

I like it! Makes me think of this rhyme.

Word to your moms, I came to drop bombs. Here comes the Alchemist JUMP AROUND! JUMP AROUND!

Sorry, couldn't resist.

#3

Broken_Devil

Apr 11, 2015 9:34:26

So... No input at all?

#4

EmpactWB

Apr 11, 2015 21:56:24

I'm confused. What recognition do you think WotC "has to show" for this?

 

That aside, I started a critique on my phone, but it got too long for the mobile site and I'm going to just start over here.

 

The formatting of the initial table is wonky. The empty lines shouldn't be there so it can all fit on one page, and you should try to expand the Features section so that each level takes up only one line to fit the formatting in the 5e PH.

 

"Choose any two" is preferable to "choose 2 of any" for the skill proficiencies. While on the subject of proficiencies, you could save yourself a lot of words later by adding "Bombs" to the list of weapon proficiencies and just describing the properties later.

 

What is the first set of options for gear? The way it's written, it seems that you can have either a bow or arrows, but not both.

 

What magical extracts are being referenced in the first line of the "Bombs" class feature? Also, why Intelligence modifier + proficiency bonus? There aren't any other limited use abilities that I can find that key off proficiency bonus, so barring any particular reason, I'd recommend either twice the Intelligence modifier or Intelligence modifier plus one half Alchemist level (round up).

 

Is there a specific issue that you're trying to avoid by making bombs last only one round instead of 24 hours, since either will prevent stockpiles? While I think the imagery of mixing an explosive and tossing it as quickly as a rogue throws a dagger to be very cool, alchemy tended to be a rather involved process. I think the flavor of the class would be enhanced by making the actual preparation something you do after a long rest, when the mind is clear and the body fresh, only adding the catalyst and throwing the bomb in the heat of the moment. Much like you already have for catalyst preparation. Your mileage may vary, but it's definitely going to color my feedback, so I felt it was worth saying.

 

Incorporating Alchemist's supplies into clothing seems an exceptionally strange method of trying to make this available in combat. Particularly when you consider supplies like alembics or crucibles that really don't work all that well just sitting in your pocket. Quick wiki link for alchemical supplies: http://en.wikipedia.org/wiki/Category:Alchemical_tools

 

Can you use a bomb as a melee weapon? If not, it doesn't need the Finesse trait since you can't use Strength for it to begin with. What is the "special" property for bombs? Remove the Intelligence modifier damage here, since it's granted by a different class feature. It takes more words to explain that they're separate than to leave them separate. Also, the bit about throwing at a point instead of a creature should go here instead of in with splash damage.

 

The paragraph about splash damage could be rewritten for clarity: "Creatures within 5 feet of the impact take minimum damage from the explosion, or half that with a successful ability save (DC 8 + proficiency + Intelligence modifier) determined by the type of bomb." Why doesn't the target take splash damage on a miss? I can see giving them advantage on the save, but they're literally right there when a bomb goes off. They dodged the impact, not the explosion. (Also, you should probably define splash damage and splash weapons in the appendix, since you reference them often but they aren't terms in 5e.)

 

I'd give the same "save for half" with the burning damage as you do for the splash. You should put a note here that this formula is always prepared for Alchemists.

 

Why does a bomb become inert if it leaves the possession of the Alchemist? As you have it written, he has a six-second window in which to use it and no one else is proficient in the dratted thing anyway. Even with my recommendations, he still has a limited number he can make per day that only last so long. Sure, a party could nova with these things, but he's still the only one proficient, so they'd usually be doing splash damage and still burning limited resources.

 

Why is the Alchemist proficient in throwing chairs at people (again, not that the imagery isn't cool)? Lifting the language directly from Pathfinder doesn't make it work in 5e. You could just grant proficiency in "thrown vials, such as acid, alchemist's fire, holy water, or oil, using the same range as a bomb".

 

There's a reference to the Wizard table in the Learning Spells paragraph. Also, I might argue that alchemists should learn spells slower than the wizard, what with wizards studying spells and alchemists studying alchemy. Maybe 1 per level instead?

 

I'm confused while reading Concentrated Dose. Are bomb uses magic? As in, you have to 'cast' the bomb somehow? Because you reference the (unlimited) catalyst in how it works, but it uses up a bomb use somehow. I'm actually a little leery of this, because it isn't limited to Alchemist class spells. A Wizard 17/Alchemist 3 could cast seven spells with 9th level slots. Even if only one is an actual 9th level spell, that's pretty brutal. Keeping with my "prepare bombs ahead of time" recommendation, the following might be clearer: "When you cast an Alchemist spell of 5th level or lower, you can use one of your bombs as an additional material component that is consumed upon casting. When you do so, you can add a second spell slot to the first to increase the power of the spell cast as if you had used a spell slot equal to the combined levels. You cannot increase a spell slot to higher than half your level or 9th level."

 

I'd ditch Arcane Recovery.

 

Grand Discovery is neat in concept, but in practice two of the three you have are strictly weaker than other capstones: Awakened Intellect is weaker than Primal Champion (half as powerful, in fact), while Eternal Youth is weaker than Spell Mastery (which is an 18th level feature) and Timeless Body (a 15th level feature) even separately. Maximized Blast might be good, but I kind of doubt it. It increases splash damage by about 228 (+3 damage times [38 spell slot levels * 2 maxed dice per level]) if you have one target always getting splashed and they never succeed on the saving throw. It increases the damage of one bomb against a single target by 15 at (average bomb 25 + Int mod, max 40 + Int mod), and you have to choose to do so before you actually roll the attack. Combining the Awakened Intellect and Timeless Body aspect of Eternal Youth features would be a fine 'Philosopher's Stone' capstone.

 

Alphabetizing the Discoveries would be nice. Also: "Prerequisite: X" would be much clearer than the way some are written.

 

Swift Alchemy should allow untrained persons to only contribute 5 gp/day, since that's still 5 gp/day faster than they help without it.

 

Niflheim's Frost needs to expire at some point on its own. May I suggest Intelligence modifier rounds?

 

Actually, before I get too far, let me recommend a format for these bombs:

Bomb Name

Damage Type; Ability Save for half.

Additional effects.

 

Kyklopes' Failures: You can cut 'rendered' from the sentence. Also, everything is DM discretion, and water and electricity are funny things, so maybe "Creatures in water take only splash damage, but have disadvantage on the saving throw."

 

Dragon's Roar: What action do you foresee them taking to get their hearing back? Just make it a saving throw at the end of each turn.

 

Poisoner's Expertise: "You have advantage on saves against poison." Not all poisons deal damage, so you should probably just pick an effect for the bomb.

 

Infusion doesn't make narrative sense. You turn a bomb into a spell catalyst and suddenly it can now be used by someone else... if you hit them with the bomb? Also, the insanity of allowing any spell on the list to be cast as a bonus action is, well, insane. Honestly, it makes a lot more sense to just use the target as the origin point for the spell when the bomb hits instead of having the bomb explode.

 

Infused Concoctions is listed before Alchemical Concoctions, making it completely impossible to understand reading straight through, and technically doesn't require you to be able to make Concoctions first.

 

Morning Glory shouldn't reference the effect of Sun's Shard, since that class feature comes later (although it can still list "Prerequisite: Sun's Shard realization" without being too confusing).

 

Magical Thesis doesn't need that final caveat, since you haven't written a way to cast spells of higher level slots than you have available (Concentrated Dose doesn't permit it, since you won't have learned those spells yet).

 

Alchemist's Concotions. This is really powerful. Why does the alchemist get an AC bonus? Why does it last 10 minutes per level? So if it's inert when a non-alchemist drinks it, does it still make them nauseated, or only if the alchemist's gives it to them to drink? Speaking of which, is there a condition that this is attached to the nausea? Again, lifting the language directly from Pathfinder doesn't make it work in 5e.

 

Improved Formula: Advantage on all saves and ability checks with two stats, and a better AC bonus, versus disadvantage on all saves and ability checks with two other stats, and lasts a tenth of the time. I'm having trouble deciding if this is actually an improvement.

 

Explosive Weaponry. The way this is written is vague. Do you use it as a bonus action when making an attack, or use it when you make a bonus action attack?

 

Shaped Charges doesn't make sense with the six second window and thrown nature of the explosives.

 

Claymore is, again, nonsensical with the six-second window, the need for mixing with a catalyst, and the fact that they go inert when someone else just picks them up, making it the second most easily disarmed trap ever (here's the most easily disarmed).

 

Why not make Everburning Flame grant the Produce Flame cantrip so that you can deal reasonable fire damage and still have light on command?

 

Beastly Concoction is kind of boring.

 

Elemental Mutagen doesn't seem to suit the theme. Between spells and bombs, you have much better options for changing damage types. I know this was just lifted from the Pathfinder stuff, but it could have just as easily been left out.

 

Fortify the Body is broken. There's nothing that grants immunity from critical hits outside of Adamantine Armor (which is entirely in the hands of the DM to hand out, not something just anyone can pick up), and nothing at all I can find that prevents all sneak attack et al. This needs to be cut.

 

Strafe Bomb... are you in the center of the line, or are you the origin? You have it written as the former, but the latter makes more sense with the line " in a direction of your choosing".

 

Grenadier shouldn't be adding the proficiency bonus to damage. Also, free blanket disadvantage to all saving throws against your bombs for no cost needs to be rethought. There needs to be some limit on this.

 

Chirurgeon's second level feature restates the general rule for duplicate tool and skill proficiencies, so the last two sentences in the first paragraph can be cut. Healing bombs... Again, awesome imagery, but that's rather excessive. Out of curiosity, why do they have an even better version of Cunning Action when they aren't noted as particularly fast or stealthy? At least cut out Hide from Noncombatant.

 

Madman's second level feature is worded oddly. Try this: "When under the effects of the concoction, you can choose to make any attack using your spell attack bonus, but when you do, enemies have advantage on attacks against you until the start of your next turn."  The bit about Chaotic Evil personality needs to be cut, particularly since it has no effect on Chaotic Evil characters. Instead, maybe make them roll a save against their own spell save DC to avoid going insane. Have them make a check every (3 - 1 for each additional positively affected stat) rounds. Insane people just move erratically and gibber unintelligibly. And again, the proficiency bonus to damage needs to be cut. Just add your Intelligence modifier to signify how well-made the concoctions are. "You have advantage..." is preferable to "You roll with an advantage..." Honestly, I don't think the 14th level feature needs any other tweaking. The 18th level feature though? Each concoction lasts 3 hours. You need 8 bombs to get you through all 24 hours of the day, or just 6 to keep you through all waking hours. That leaves you with up to 5 (if you maxed your Intelligence by now) to use to reduce your exhaustion levels, and then you take a long rest to eliminate the last one. You can completely obviate the penalty of the 14th level feature and run around using Final Stages literally all the time. Cut the exhaustion thing to 1/day and it looks a lot better.

 

Glancing over the spell list, it looks okay. There are two spell lists, though the second one looks like an older draft.

 

tl;dr This has potential, but needs a lot of work to make it workable and functional within 5e.

#5

transcendantviewer

Apr 11, 2015 22:20:44

I don't really know what to say about it considering how much it gets and how bazaar all of it is. I can't really quantify it or follow how it progresses. My only recommendation is to play test it as you work. Get a friend or two to work with you on it and test it alongside other characters and see how it balances. It will be a long and arduous task, but you should see good results.

#6

Broken_Devil

Apr 15, 2015 11:05:57

EmpactWB wrote:
#7

Broken_Devil

Apr 15, 2015 11:06:27

Everything else you said i will comment on later, You wrote a lot of stuff and i appreciate it.

#8

EmpactWB

Apr 16, 2015 0:17:23

Oh, I get it now! I thought you were in some way demanding that they acknowledge it, not that you were hosting it elsewhere to avoid losing the IP rights.

 

When I get home, I'll play with making a table that fits one page without having to zoom. I really think the space is already there to manage it without being too small to read. EDIT: You have a private message with a link. I use OpenOffice, so the Word format I can save in is a little old, but you should be able to work with it.

 

Fair point on the proficiencies, I just prefer concise writing. The fewer words you use, the fewer can be misinterpreted.

 

I figured the bow should come with arrows, I just figured there was an option there that went missing.

 

You should carefully consider options when creating new mechanics. Keying bomb uses to proficiency allows a single level dip into the class to give just as many bombs as a single-class of the same level. They will be weaker, granted, but it's avoidable if you key it off Alchemist class levels instead of proficiency bonus.

 

I'm not sure I understand the stockpile issue. If they have a certain number they can make per day, it appears to work out the same whether they are inert in six seconds or 24 hours. There cannot be a stockpile given the standard adventuring day. As to being cooler than what I imagined, I should point out that such a statement is not only subjective, but missing the thrust of the statement. I was showing you that you already had the class set up in this way, but with an extra hoop to jump through that doesn't seem to serve the intended purpose. It is actually less involved to do what I indicated than to leave it as is.

 

I should point out that both of those characters have what appear to be premixed alchemical items only, not supplies and equipment to be mixed on the fly. Although Honey Lemon is a great example of an alchemist who does it on the fly by means of an automated miniaturized laboratory, so I won't say there are none who do it the way you describe.

(Reply to #8)

Broken_Devil

EmpactWB wrote:
#10

Broken_Devil

May 22, 2015 16:32:18

My complete response to your initial comment. Also, the sections haven't been alphabitized, but it has been updated.

 

EmpactWB wrote:
(Reply to #10)

EmpactWB

Broken_Devil wrote:
(Reply to #11)

Broken_Devil

EmpactWB wrote:
#13

Broken_Devil

Aug 08, 2015 18:46:03

So i made further updates on everything and would like to know if anyone is willing to try it out