Fullmetal Alchemist

Post/Author/DateTimePost
#1

jasonaburton

Dec 15, 2008 18:49:05
Hey all,

I was thinking about creating a class modeled after Edward Elric from Fullmetal Alchemist.

Then I thought, maybe someone already has done the legwork.

If so, anyone willing to share?

If not, anyone willing to share their ideas on how to do this right?

Thanks in advance.
#2

ascerin

Dec 16, 2008 11:37:35
It seems to me that it would mostly only work in it's own separate setting. Maybe something closer to D20 modern. It doesn't seem like you would have that many options for attacks in a D&D style play setting. If you really want to though, you could do terrain shaping kind of attacks. Like making shards of rock burst from the earth to attack them, or pillars come up from underneath them to damage them and throw them off their feet.
#3

wyld_mutation

Dec 16, 2008 11:58:14
Hands-on alchemy is possible as well.

TYhings like destabilizing internal organs and such.
#4

Dreamstryder

Dec 17, 2008 0:51:30
Controller. Implement based, but the Implement needs to be a workable material and the same amount. As long as you can touch the Implement.

Making spikes shoot up from the ground might require and solid ground as an implement. A series of weapon producing utilities: light blade requires a small metal Implement. A heavy blade requires a large one. Maces could be wood or metal.

Some effects would depend on the Implement used: A small shield could be a small wood, stone, or metal implement, but it grants one more AC for metal or stone. The DM could rule soft metal works as wood and heavier metal or stone weighs twice as much, but don't bust a vessel over it; you want it swift & simple.

Other things: destabilizing organs would be a melee attack power. Earth pillar could push and prone anyone in x squares and create high ground there; earth tremor could work as a burst that makes difficult terrain; both solid ground implements and moving earth effects, but different in area & additional effects, which I think is one big reward of playing an FMA alchemist: a tool-user's eye. Try a Prestidigitation-like ability too for all the less crunchy changes.
#5

urpok_dup

Dec 17, 2008 0:54:28
just reflavor artificer...=)

and his bro could be re-flavored Warforged=)))

hmm...BTW you can make his arm just like warforged arms, so you can embedd components so it can look like shaping and arm in a for of weapon(for example),,,

and don't frget about rituals!
#6

nthdegree256

Dec 17, 2008 13:44:29
I agree that Controller is a good role to aim for. Poke around in the different classes that are out so far and remember the awesome power of reflavoring; from the low-level wizard list, Icy Terrain is now quickly transmuting the water in the air into ice, Scorching Burst is a Roy Mustang-style adjustment of oxygen concentration, Shield is every time Ed panics and throws up a wall between him and the incoming attack, and the various wall spells are obvious.

Beyond that, Diabolic Grasp from the warlock list can be like a big stone hand (how many of those were in the show), and a number of the artificer utility powers are perfect (the 6th level Phantom Structure is a must!)

For his at-wills, a couple of melee powers would probably fit the character more, although fitting them in with the Controller role is admittedly potentially tricky.

Urpok is right about rituals; Make Whole, Passwall, Arcane Lock, Clear the Path, Excavation, etc. are all very in keeping with the show if you flavor the casting time as drawing a complex transmutation circle.
#7

wyld_mutation

Dec 17, 2008 14:31:37
I'd say alchemists are wizards or another Arcane class.

You could put together a class from the alchemist-y parts of other classes. Just do some reflavoring. It might be sub-optimal of a sort (as you'd have powers along multiple roles) but it would be pretty workable.
#8

jasonaburton

Dec 20, 2008 11:06:50
Hey all, these are really great ideas! Thanks for the help!

This is going to be my Christmas break project so we'll see how it goes.