[4th edition] The (Fullmetal) Alchemist Class

Post/Author/DateTimePost
#1

carl_drake

Oct 12, 2009 8:01:48

This alchemist class i'm working on is for a homebrew semi-techological world.
Comments are apreciated, if constructive. Just don't say it sucks just because it sucks. If you don't like it but don't see a rational reason for not liking it, better not to comment.


Alchemist
The potential is already there. I just stir it up!

Class Traits

Role: Striker. You use ranged powers to hit at enemies before they can get close to you, then, drawing your weapon of choice, you are as deadly in melee as in range.
Source: Arcane. You studied the arcane arts but you choose to dwell into the science. You shape the world around you, making alchemical reactions in existing elements, not creating, not destroying, but transmuting.
Key Abilities: Intelligence, Strength, Dexterity

Armor Proficiencies: Cloth Armor, Leather Armor
Weapon Proficiencies: None. See weapon of choice
Implement: Transmutation Circle.
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Trained Skills: Arcana plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Acobatics, Arcana, Athletics, History, Stealth, Thievery
Build Options: Force Alchemist, Nimble Alchemist
Class Features: Alchemical Expertise, Weapon of Choice, Repair Object


ALCHEMIST OVERVIEW

Characteristics: You are a striker; your job is to deal high damage to your enemies. Most of your attacks concentrate on only one opponent at a time.

Religion: An alchemist doesn't normally worship a deity, for the view of the world trough science rarely lets any space for a spiritual view.

Races: Any race can become an alchemist; Eladrins, elves and halflings are great nimble alchemists, while dragonborns, goliaths and warforged make great force alchemists. Humans, gnomes and tieflings excel at both builds.



Creating an Alchemist


The alchemist has two basic builds: force alchemist and nimble alchemist. Alchemists rely on intelligence for many of their powers. Force alchemists benefit from a high strength score and nimble alchemists benefit from a high dexterity score.

Force Alchemist
You are a powerful but intelligent warrior. You mix your high strength and your intellect to severely damage your foes. Strength should be your highest stat as many of your powers are better with a high strength score. Intelligence should be your secondary stat, for most of the powers and class skills require an high intelligence score. Constitution should be your third highest score as increased health is always useful. Your weapon of choice should be a two-handed weapon, because of the bonuses of your alchemical expertise to that type of weapon.

Suggested Feat: Power Attack
Suggested Skills: Acobatics, Arcana, Athletics, History
Suggested At-Will Power: Staggering Attack, Thundering Charge
Suggested Encounter Power: Stone Missile
Suggested Daily Power: ?

Nimble Alchemist
You jump around the battlefield hitting your opponents here and there. Dexterity should be your highest score, as it boosts your AC and some attack powers. Intelligence should be your second best, for most of the powers and class skills require an high intelligence score. Constitution should be your third highest score as increased health is always useful. Your weapon of choice should be a one-handed weapon, because of the bonuses of your alchemical expertise to that type of weapon.

Suggested Feat: Combat Reflexes
Suggested Skills: Arcana, History, Stealth, Thievery
Suggested At-Will Power: Air Shot, Reaching Weapon
Suggested Encounter Power: Burst of Flame
Suggested Daily Power: ?



Alchemist Class Features
Every Alchemist shares these class features.


Implement
You use a transmutation circle as the connection between you and all the atomic particles you shape. You can have it inscribed in gloves, rings, tattoos, etc.



Alchemical Expertise
You are a master of science and transmutation. You are a genius when it comes to applying knowledge to a task. You are a warrior that mixes alchemy with melee combat. At character creation, you must choose force alchemy or nimble alchemy.
Force Alchemy
Your muscles are honed to perfection. You use your strength to empower your alchemy. When attacking with your weapon of choice or a power with the force or weapon keyword, you gain a bonus to damage equal to your strength modifier.
Nimble Alchemy
You have cat like reflexes. With that quickness of movements you manipulate your alchemy with improved precision. When attacking with your weapon of choice or a power with the weapon keyword, you gain a bonus to attack rolls equal to half your dexterity modifier.


Weapon of Choice
Alchemists choose a weapon with which they are most proficient with. This is selected at first level and never changes. They can't buy that weapon in any store, it must be created trough the use of alchemy. Force Alchemists favor two-handed weapons while nimble alchemists favor lighter weapons usable in only one hand.
Alchemists gain the ability to summon their weapons of choice at first level. The weapon can only be summoned while in an area where materials to form the weapon might be present (i.e.: an alchemist can't summon a longsword while flying, because in the air there is no iron)


Weapon of Choice Alchemist Feature
You summon the weapon you spent your life working on.
At-Will ✦ Arcane
Minor Action  Personal

Effect: You summon an unique melee weapon. You may unsummon it as a minor action.
Force Alchemy: If the weapon is a two-handed weapon, you gain a bonus to damage equal to half your strength modifier
Nimble Alchemy: If the weapon is a one-handed weapon, you gain a bonus to attack rolls equal to half your dexterity modifier
Special: When you learn this power, you choose the weapon. You can't summon your weapon of choice if there are no materials to create the weapon (i.e.: you can't summon a longsword while in the air or aboard a wooden ship. Enough iron must be present to summon a longsword)


Repair Objects
An alchemist may attempt to repair a broken object. He must succeed on an arcane skill check against an opposing DC. If used during combat or other kind of pressure, the roll takes a -2 penalty. The alchemist needs enough material to transmute the object back to its original form. If all the pieces from the broken object are present, no extra material is needed.


 


POWERS


i have 3 encounter powers thought of.
and now more 4 at-wills


Reaching Weapon        Alchemist Attack 1
You stretch your weapon of choice to strike at enemies beyond your reach.
At-will ✦ Arcane, Weapon
Standard Action Close Weapon + 1 (i need better wording for this)
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] damage.


Thundering Charge     Alchemist Attack 1
You charge at your enemy, weapon dragging on the ground. When you close on him, the spark created by your weapon shocks your oponent.
At-will ✦ Arcane, Weapon
Standard Action Melee
Weapon
Special: You must charge to use this power.
Target: One creature
Attack: Strenght vs. AC
Hit: 1[W] + Inteligence modifier eletric damage.


Air Shot        Alchemist Attack 1
Meddling with the air currents, you send a blast of air at your oponent, disorienting him.
At-will ✦ Arcane, Implement
Standard Action Ranged
5
Target: One creature
Attack: Inteligence vs. Reflex
Hit: 1d6 damage and until the target takes a -1 penalty to attacks until the end of your next turn.


Staggering Attack    Alchemist Attack 1
You launch yourself at your oponent, weapon leading. You strike with such power that your oponent is forced to give up some ground, which you promptly take over.
At-will ✦ Arcane, Weapon
Standard Action Melee
Weapon
Target: One creature
Attack: Strenght vs. AC
Hit: 1[W] + Inteligence modifier damage.
Effect: Push your oponent one square and shift into the square he was.


Burst of Flame        Alchemist Attack 1
Creating a spark, you ignite the oxygen in the air to create a huge explosion in front of you
Encounter ✦ Arcane, Fire, Implement
Standard Action Close
blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Nimble Alchemy: You may choose a number of targets in the blast equal to your dexterity modifier. The attack misses those targets.


Frozen Ground      Alchemist Attack 1
By solidifying the water molecules in the air you create shards of ice that rain down on your opponents and freeze the ground
Encounter ✦ Arcane, Cold, Implement
Standard Action Area burst 1 within 5 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone.
Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.


Stone Missile        Alchemist Attack 1
Using a neaby rock, you throw it in the air and punch it and by moving the air between your fist and the rock, you send the rock flying directly at your target
Encounter ✦ Arcane, Force, Implement
Standard Action Ranged
20
Primary Target: One creature or object
Attack: Strength vs. Reflex
Hit: 2d8 + Strength modifier force damage.
Force alchemist: The target is dazed until the end of your next turn.

#2

the_chaotic23

Oct 12, 2009 8:38:20

One thing i can see being a problem is the feature that allows you to summon a weapon.  Sense you cant purchas the weapon you will be in trouble if a combat breaks out and you cant create it because there isn't enough materials in the area.


And i have a question about your implement;  That is a good idea, but what can you do to give your transmutation circle an enchantment bonus so you can apply that to your spells?  If you say something like"...During an extended rest, you can place a transmutation circle upon a single magical item of your choosing.  Until your next extended rest that item is treated as an implement for the purpose of your powers.  If an item is treated as an implement in a given round, it's associated power cannot be used in the same round as it was used as an implement in."

#3

carl_drake

Oct 12, 2009 8:57:38

First i'd like to thank you on the comment ^^


So. The weapon feature. You never need to unsummon your weapon. If you think it's safer to just have it around always, you can. Also, you can use other weapos, you are just not profecient with them, so you can have an extra weapon at hand just in case.


About the implement...i'm not thinking about it as a "real implement". It's more simbolic. In Fullmetal Alchemist, alchemists (save for Ed Elric) needed a transmutation circle in order to perform transmutations. I can't quite explain my idea in plain english cuz, you know, i'm not english :p but it will just be a requirement to make your transmutations, but, as Alphonse does in the series, you can simply sketch it in the ground and transmute trough it :p

#4

the_chaotic23

Oct 12, 2009 9:30:14

that may be true, but if done that way, mechanically, it will be weaker then every other class out there if your implement dosn't give you some sort of bonus.  Every other caster class out there gains a bonus to damage and attack rolls from their implements where you will be having a much harder time hiting enemies in the long run as the game progresses and others have an increased chance to hit and your falling behind. Unless you have an ungodly intelligence, there will be a point in which you can no longer hit anything because of a lack of bonus to attacks.  The way it was worded you can do it that way where you can make the circle anywhere you wish; although if you place it on a magical item, you gain that items enchantment bonus as an implement bonus to your powers; this way your not left in the dust because you cant hit anything above heroic teir any decent ammount.

#5

carl_drake

Oct 12, 2009 11:02:02

Or maybe the paragon paths im developing give some sort of bonus to attack rolls that compensate the lack of implement bonus :p


but i'll study your hipoteses too. Since alchemists don't actualy "do magic", they can't inscribe their circle on something just by thought, like a wizard would. For the circle to be imbued in an item, it has to be carved there, or transmuted into it with some other material.


I could also give powers with the transmutation keyword a bonus equal to half your level or 1/3 your level or something, as a class feature or a paragon path feature.

#6

RPJesus

Oct 12, 2009 11:43:10

Alchemist as a bonus feat?

#7

carl_drake

Oct 12, 2009 11:46:16

could be, but "Fullmetal Alchemist" alchemists aren't your everyday alchemists. I still have to look deeply into the alchemy in 4e, haven't take the time to explore it yet, and then i'll consider if it's worth it.

#8

nachtsieger

Oct 13, 2009 4:13:28

arglefargle why is the alchemic expertise bonus a power bonus make it untyped or something

#9

carl_drake

Oct 13, 2009 4:16:08

uh?


i didn't get that

#10

nachtsieger

Oct 13, 2009 4:49:35

Alchemical Expertise
You are a master of science and transmutation. You are a genius when it comes to applying knowledge to a task. You are a warrior that mixes alchemy with melee combat. At character creation, you must choose force alchemy or nimble alchemy.
Force Alchemy
Your muscles are honed to perfection. You use your strength to empower your alchemy. When attacking with your weapon of choice or a power with the force or weapon keyword, you gain a power bonus to damage equal to your strength modifier.
Nimble Alchemy
You have cat like reflexes. With that quickness of movements you manipulate your alchemy with improved precision. You gain a +1 bonus to speed and, when attacking with your weapon of choice, you gain a power bonus to attack rolls equal to your dexterity modifier.


bold is what i'm talking about

#11

carl_drake

Oct 13, 2009 5:27:51

yeah i got that much, i just dont get the problem....

#12

nachtsieger

Oct 13, 2009 6:19:21

1.) It's not a power, thus it's not a power bonus.


2.) I'm only bothering to post it now, but the str build's damage doesn't scale at all when you hit Paragon and Epic, and the dex path... hyper accuracy isn't really a substitute for damage (see Avenger).

#13

carl_drake

Oct 13, 2009 7:19:14

1.) It's not a power, thus it's not a power bonus.


hum ok. should i refer to it as "bonus" only then?


2.) I'm only bothering to post it now, but the str build's damage doesn't scale at all when you hit Paragon and Epic, and the dex path... hyper accuracy isn't really a substitute for damage (see Avenger).


hum...could cut the bonus to half dex modifier...seems more fair?
and maybe augment the damage from the str path....or another kind of bonus...what do you suggest?

#14

deadplatypus

Oct 14, 2009 13:07:45

Personally, I think the dazing at-will is too powerful for an at-will. Being able to shift back and then daze could leave an opponent unable to do anything if you're accurate enough. You'll need a weaker status effect. I'm pretty sure Stone Missile is too powerful too. Unconscious is better than stun, and I don't think any other classes even get stun in heroic tier. If they do, it's not encounter frequency.


As for implements, I suggest that, like a Transmutation Circle is a magic item mechanics-wise. Higher level Transmutation Circles are of higher quality. Specific fire transmutation circles could add the fire keyword or deal extra fire damage on attacks. That way you could get the tranmutation circles to mechanically work like magic items, allowing you to find, buy, or make better ones.


I think Nimble Alchemy is much better than Force Alchemy. Bonuses to attack are much harder to find.

#15

carl_drake

Oct 15, 2009 4:28:30


Personally, I think the dazing at-will is too powerful for an at-will. Being able to shift back and then daze could leave an opponent unable to do anything if you're accurate enough. You'll need a weaker status effect. I'm pretty sure Stone Missile is too powerful too. Unconscious is better than stun, and I don't think any other classes even get stun in heroic tier. If they do, it's not encounter frequency.


As for implements, I suggest that, like a Transmutation Circle is a magic item mechanics-wise. Higher level Transmutation Circles are of higher quality. Specific fire transmutation circles could add the fire keyword or deal extra fire damage on attacks. That way you could get the tranmutation circles to mechanically work like magic items, allowing you to find, buy, or make better ones.


I think Nimble Alchemy is much better than Force Alchemy. Bonuses to attack are much harder to find.




first im starting to concede on the transmutation circle implement thingy. i'll work something out to make it work with the lore of the class.


second, about the status effects. i think you're right. i'll need to go over those. What you think in the at-will a -1 to attack and for the encounter power, a dazed status? dazed at encounter frequency is not that overp., i think....


as for the disparity of the alchemical expertise...i don't really know what to do to balance them...cut the bonuses?

#16

deadplatypus

Oct 15, 2009 17:24:23

It seems to me you'll need at least the following at-will powers:


  • 1 high damage at-will

  • 1 high accuracy at-will

  • 1 debuffing at will

  • 1 ranged basic attack at-will

  • if your secondary role is controller, maybe a burst or blast at-will

  • 1 mobility at-will


second, about the status effects. i think you're right. i'll need to go over those. What you think in the at-will a -1 to attack and for the encounter power, a dazed status? dazed at encounter frequency is not that overp., i think....




-2 to attacks should be fine with such low damage and short range. The range and damage could probably be increased. For comparison, Psions can inflict more damage, target Will, and in a 3 by 3 area with a -2 penalty to attack at-will power. The Seeker also has a similar power, targetting one enemy but granting the penalty to others around it as well. Unless you want it to be a short range class, increasing the range to 10 should be a good start.


As for the encounter, daze is fine, the wizard has it too. It should be noted, however, that it's a very controller-y effect, and you'll probably want to add in some more striker-like powers.



as for the disparity of the alchemical expertise...i don't really know what to do to balance them...cut the bonuses?




I'd personally get rid of Weapon of Choice, it strikes me as more of a Paragon Path feature.


Nimble Alchemy could get +1 to attack rolls when using one-handed weapons to start with. Force Alchemy would get +Strength modifier to damage rolls. Then you'd need another feature for Nimble alchemy, but I can't think of anything at the moment.


On the other hand, you could have Strength focus on debuffs and Dexterity focus on damage.

#17

felgoroth

Oct 17, 2009 15:26:39

I know you're making this for 4E but, you might want to take a look at the 3.5 version that someone made a while back, it's really well put together.


community.wizards.com/go/thread/view/758...

#18

carl_drake

Oct 19, 2009 3:56:19


I know you're making this for 4E but, you might want to take a look at the 3.5 version that someone made a while back, it's really well put together.


community.wizards.com/go/thread/view/758...





thanks. I'll get to it when i have the time to grab on this again.
#19

theplaneswalker

Nov 06, 2009 8:57:36

How is this going? i am currently working on a setting of fma using 4th edition rules.

#20

drewswizard

Nov 06, 2009 14:51:21

what about a class feature that deals with the 'elements'?


like, there could be a class feature called 'transmute', which would change the damage type of an attack the alchemist was using OR an attack that is being made upon the alchemist.


the kinds of damage that the alchemist could transmute into another kind would be limited;


at character creation the alchemist would choose three damage types and be able to use only those three for augmenting powers with transmute. this could be a separate minor class feature that corresponds to transmute and possibly alchemist feats. We will call it for now 'Alchemical studies'


it would look like this:


Transmute                 alchemist class feature


At-will + Immediate reaction


Trigger: You can use this before casting an alchemist power, or as an immediate reaction to an attack being made against you. Change the damage type of that power to one that you know from your alchemical studies class feature.


Then there could be a feat like linguist that expands the amount of damage types you know. And another cool thing for the alchemist would be mostly conjuration utility powers.


I think this would work really well and make the alchemist a really fun class to play.

#21

drewswizard

Nov 06, 2009 15:07:37

here are some feat ideas:


heroic:


Expanded Studies: prereq Alchemist, Alchemical studies class feature


choose 2 damage types you don't already know for your Alchemical studies alchemist class feature. you now can use them for transmute as well.


Guarding Alchemy: prereq Alchemist, Transmute class feature


you now can use your Transmute class feature on powers that target any ally withing 5 squares of you.


paragon:


 Complex Transmutation: prereq 11th level, Alchemist, Transmute class feature


you now can change the damage type of the powers augmented with your Transmute class feature with 2 of your selected damage types from your alchemical studies feature

#22

psychotime

Nov 15, 2009 8:48:50
I think that if you seriously want to bring FMA into DnD, it's gonna have to take ALOT of work. You'll have to create a complete working alchemic system that works from consuming elements. Characters should be able to transmute anything they know. The ground they're standing on, the walls of the dungeon, the trees, ect. Possibly needing to create transmutation circles for Minor or Standard actions.

You'll also need to split the class into types that fit into every role, as there are SO many different ways to use alchemy. Striker is VERY shallow.

For example:

Armstrong - Defender
Mustang - Controller
Kimblee - Striker
Marcoh - Leader

Edward himself can really fit any role, based on what he does on the show.
#23

theplaneswalker

Nov 15, 2009 20:21:57
I think that if you seriously want to bring FMA into DnD, it's gonna have to take ALOT of work. You'll have to create a complete working alchemic system that works from consuming elements. Characters should be able to transmute anything they know. The ground they're standing on, the walls of the dungeon, the trees, ect. Possibly needing to create transmutation circles for Minor or Standard actions.

You'll also need to split the class into types that fit into every role, as there are SO many different ways to use alchemy. Striker is VERY shallow.

For example:

Armstrong - Defender
Mustang - Controller
Kimblee - Striker
Marcoh - Leader

Edward himself can really fit any role, based on what he does on the show.




Wrong. The fact that armstrong is bulky and strong and defends people has nothing to do with alchemy, thats all part of him being a soldier (he would more accurately be a hybrid of an alchemist and a soldier class). Armstrong launches projectile just like a controller/strike can, he creates walls just like a controller can. The rest falls within his training as a soldier and his ability to withstand pain and martial skills.

As for Marcoh he can only heal using a philosopher's stone, amestrian alchemy does not branch into healing, however xingese alchemist do heal and marcoh is surprised when he sees may chan heal him with mare alchemy, something he cant accomplish.
#24

Qube

Nov 16, 2009 2:33:38
Weapon of Choice

even superior weapons?

Force Alchemy: If the weapon is a two-handed weapon, you gain a bonus to damage equal to half your strength modifier
Nimble Alchemy: If the weapon is a one-handed weapon, you gain a bonus to attack rolls equal to half your dexterity modifier

when do you get the bonus? with each power? each basic attack, .... ?
Standard Action Close Weapon + 1 (i need better wording for this)

Melee Weapon +1 would be the correct notation, I believe

Hit: 1d6 damage and until the target takes a -1 penalty to attacks until the end of your next turn.

no 1d6 + stat modifier? seems weak ...

Burst of Flame        Alchemist Attack 1
Creating a spark, you ignite the oxygen in the air to create a huge explosion in front of you
Encounter ✦ Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Nimble Alchemy: You may choose a number of targets in the blast equal to your dexterity modifier. The attack misses those targets.

(1)overpowered, as the wizard encounter power doens't allow auto misses ...
(2) this is a controller power, not a striker power

Frozen Ground      Alchemist Attack 1
By solidifying the water molecules in the air you create shards of ice that rain down on your opponents and freeze the ground
Encounter ✦ Arcane, Cold, Implement
Standard Action Area burst 1 within 5 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone.
Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.

a controller power, not a striker power

Stone Missile        Alchemist Attack 1
Using a neaby rock, you throw it in the air and punch it and by moving the air between your fist and the rock, you send the rock flying directly at your target
Encounter ✦ Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Strength vs. Reflex
Hit: 2d8 + Strength modifier force damage.
Force alchemist: The target is dazed until the end of your next turn.

seems somewhat strong (excellent range, combined with 2 dice of damage and a good status effect). I would also make this untyped damage (a rock should count as a 'normal' weapon, right?)

#25

psychotime

Nov 16, 2009 8:22:11
I think that if you seriously want to bring FMA into DnD, it's gonna have to take ALOT of work. You'll have to create a complete working alchemic system that works from consuming elements. Characters should be able to transmute anything they know. The ground they're standing on, the walls of the dungeon, the trees, ect. Possibly needing to create transmutation circles for Minor or Standard actions.

You'll also need to split the class into types that fit into every role, as there are SO many different ways to use alchemy. Striker is VERY shallow.

For example:

Armstrong - Defender
Mustang - Controller
Kimblee - Striker
Marcoh - Leader

Edward himself can really fit any role, based on what he does on the show.




Wrong. The fact that armstrong is bulky and strong and defends people has nothing to do with alchemy, thats all part of him being a soldier (he would more accurately be a hybrid of an alchemist and a soldier class). Armstrong launches projectile just like a controller/strike can, he creates walls just like a controller can. The rest falls within his training as a soldier and his ability to withstand pain and martial skills.



I never said his build has anything to do with alchemey. I said that alchemey can be used for any role. From what I remember of the show (it's been years, by the way), Armstrong acts like a defender, which you admitted yourself. He may have powers that are usually for strikers and controllers, but does that honestly take away from my point? He acts like a defender. He uses his powers like a defender. Try thinking outside of the box.

As for Marcoh he can only heal using a philosopher's stone, amestrian alchemy does not branch into healing, however xingese alchemist do heal and marcoh is surprised when he sees may chan heal him with mare alchemy, something he cant accomplish.



Never read the manga. So in that case, one could employ the eastern characters for this role.

#26

theplaneswalker

Nov 16, 2009 11:19:44
I think that if you seriously want to bring FMA into DnD, it's gonna have to take ALOT of work. You'll have to create a complete working alchemic system that works from consuming elements. Characters should be able to transmute anything they know. The ground they're standing on, the walls of the dungeon, the trees, ect. Possibly needing to create transmutation circles for Minor or Standard actions.

You'll also need to split the class into types that fit into every role, as there are SO many different ways to use alchemy. Striker is VERY shallow.

For example:

Armstrong - Defender
Mustang - Controller
Kimblee - Striker
Marcoh - Leader

Edward himself can really fit any role, based on what he does on the show.




Wrong. The fact that armstrong is bulky and strong and defends people has nothing to do with alchemy, thats all part of him being a soldier (he would more accurately be a hybrid of an alchemist and a soldier class). Armstrong launches projectile just like a controller/strike can, he creates walls just like a controller can. The rest falls within his training as a soldier and his ability to withstand pain and martial skills.



I never said his build has anything to do with alchemey. I said that alchemey can be used for any role. From what I remember of the show (it's been years, by the way), Armstrong acts like a defender, which you admitted yourself. He may have powers that are usually for strikers and controllers, but does that honestly take away from my point? He acts like a defender. He uses his powers like a defender. Try thinking outside of the box.

As for Marcoh he can only heal using a philosopher's stone, amestrian alchemy does not branch into healing, however xingese alchemist do heal and marcoh is surprised when he sees may chan heal him with mare alchemy, something he cant accomplish.



Never read the manga. So in that case, one could employ the eastern characters for this role.




1) the point is my friend that even if armstrong acts defensively doesn't mean the alchemist is a defender a wizard could use a wall to protect an ally or do numerous things with his powers that could indeed protect an ally, but does that makes the wizard class a defender? no, it lacks in both fluff and crunch, it has nothing to do with thinking outside the box i am merely establishing facts.

2) i suggest you read it or watch the new anime since its based on the manga.

#27

chaosboye

Nov 18, 2009 17:59:41
If you really want to make this class like fullmetal, you should add "humonculus" attacks. Like resurrecting the dead using souls or creating people out of the materials available. "Air Walker" "Water Forming" "Coldstone Shadow". Things like that.
#28

volin

Nov 19, 2009 21:54:44
With the implement concept, just make it a built in bonus that increases with level.  It is weaker than other implements because it doesn't gain cool special abilities, but that's what rituals are for.  Make some specific rituals to allow characters to improve their built in implement.  Obviously only one improvement can be in effect at a time, but it is a fun, fluid flavor change.
#29

psychotime

Feb 12, 2010 12:21:47
How is this going?
#30

babyj

Feb 12, 2010 14:59:31
If you really want to make this class like fullmetal, you should add "humonculus" attacks. Like resurrecting the dead using souls or creating people out of the materials available. "Air Walker" "Water Forming" "Coldstone Shadow". Things like that.


For this feature, basically an aided summon, take some notes from the Eberron Guide class, Artificer, (which is described as Role: Leader, secondary as a Controller), which has summons of various power levels and rules for how they can act, hp, etc.