PDA

View Full Version : A class I'm working on.



Aleucard
04-19-2010, 11:08 PM
Hi. This is a little pet project of mine trying to adapt the FMA Alchemist to DnD. Yeah, read it first before you harp on the concept. If at all possible, it would be very beneficial to hear your opinion on this thing, and maybe give some suggestions to make it better. This is still very much so a work in progress, so be ready for that. Well, let's get started, shall we?

EDIT: I updated/overhauled the thing recently, so this should be a little more organized. What do you think? Some bits are missing, but this IS still a rough draft. They're a work in progress.

Alchemist (bullet points)

Class Skills (Skill Points = 5 + Int modifier, x4 at level 1)

Spot (Wis), Listen (Wis), Knowledge (Int), Decipher Script (Int), Concentration (Con), Search (Int), Gather Information (Cha), Appraise (Int), Survival (Wis), Sleight of Hand (Dex), Sense Motive (Wis), Bluff (Cha)


Table (Alchemist) Hit Die: d6

|---------------|Saving Throws|
|---------------|_____________|
Level|----BAB---|Fort|Ref|Will|Special
__________________________________________________ _______________
1----|----+0----| +0 |+2 | +2 |Basic Alchemy, Alchemy Training, Bonus Feat
__________________________________________________ _______________
2----|----+1----| +0 |+3 | +3 |
__________________________________________________ _______________
3----|----+2----| +1 |+3 | +3 |
__________________________________________________ _______________
4----|----+3----| +1 |+4 | +4 |
__________________________________________________ _______________
5----|----+3----| +1 |+4 | +4 |
__________________________________________________ _______________
6----|----+4----| +2 |+5 | +5 |
__________________________________________________ _______________
7----|----+5----| +2 |+5 | +5 |
__________________________________________________ _______________
8----|---+6/+1--| +2 |+6 | +6 |
__________________________________________________ _______________
9----|---+6/+1--| +3 |+6 | +6 |
__________________________________________________ _______________
10---|---+7/+2--| +3 |+7 | +7 |Intermediate Alchemy
__________________________________________________ _______________
11---|---+8/+3--| +3 |+7 | +7 |
__________________________________________________ _______________
12---|---+9/+4--| +4 |+8 | +8 |
__________________________________________________ _______________
13---|---+9/+4--| +4 |+8 | +8 |
__________________________________________________ _______________
14---|--+10/+5--| +4 |+9 | +9 |
__________________________________________________ _______________
15---|-+11/+6/+1| +5 |+9 | +9 |
__________________________________________________ _______________
16---|-+12/+7/+2| +5 |+10| +10|
__________________________________________________ _______________
17---|-+12/+7/+2| +5 |+10| +10|
__________________________________________________ _______________
18---|-+13/+8/+3| +6 |+11| +11|
__________________________________________________ _______________
19---|-+14/+9/+4| +6 |+11| +11|
__________________________________________________ _______________
20---|+15/+10/+5| +6 |+12| +12|Advanced Alchemy

Weapon and Armor Proficiency: All simple and martial weapons, light armor, general shield proficiency

(character level X will save X (int mod + wis mod)) = spirit points (minimum 100), regenerated 1%/round outside of combat, .5% inside of combat

Alchemy (the main feature of this class) is the transmutation of one type of substance in to another shape and form of substance. The transmutation itself is very noticeable, both by sight (appears as if lightning is arcing from the transmuted area, illuminates surrounding area same as Daylight spell (not treated as actual daylight), DC 15 fort/ref save for non-alchemist against hindered vision (visual range 50%, spot/search DCs +10) for 1d4 rounds if 1 square away from transmutation or closer) and sound (sounds like a real-world tesla coil, listen DC -15). These effects occur for the duration of the transmutation.

____________________

Alchemists use spirit points for their transmutation abilities. They can use more than 100% of the listed number, but with certain penalties. Those penalties are as follows: -1 spirit points to -25% spirit points = fatigued, -25% to -50% =exhausted, -50% to -75% is unconscious, -100% is dead. If anyone dies from being brought to -100% spirit points, they can't be revived for 25 weeks - their character level, 1 week minimum by anything short of Ressurection, and they remain unconscious for however long is left of that time (no need to worry about nutrition for this time). True Ressurection reduces the time remaining by 75% (rounded to the nearest hour).

____________________

Alchemists must use glyphs in order to properly use alchemy. These glyphs are given a rating based on how intricate and complex it is. The maximum rating an alchemist can draw himself is [1/2 alchemist class level (rounded to nearest whole number) + int modifier], with a minimum of level 3. The glyph is used to determine the maximum size of transmutations [max range of transmutation = alchemist level x glyph complexity x 5 ft.]. Glyphs drawn by an alchemist must be of a minimum size in order to be drawn properly. This size is determined by how the glyph's level compares to the alchemist's class level (1/4 of the alchemist's level can be drawn on a 2x2 inch area (called type 0), 1/2 can be drawn on a 10x10 inch area (called type 1), 3/4 can be drawn on a 10x10 foot area (called type 2), equal to the alchemist's level or more can be drawn on a 40x40 foot area (called type 3)). Glyphs are specialized to the type(s) of alchemy they use, and people knowledgable in alchemy can identify what an individual symbol transmutes (alchemists that can draw the symbol's complexity recognize after [type alchemist can draw symbol at] rounds of study (1 move action minimum), otherwise is a Knowledge (Alchemy) check DC 15 + [glyph's complexity rating] (alchemist's subtract [highest complexity rating alchemist can draw] from the check) that takes 5 rounds). A glyph can only do transmutations involving all the types it uses (ex.: a Complex + Metal glyph can only do Complex + Metal transmutations, not Complex or Metal).

Trying to use a glyph for something it can't do doesn't work. Alchemists may use glyphs made by others, but they take a level penalty to the alchemy types used if they can't draw it (assuming they can make a DC [10 + glyph's complexity rating] Alchemist class level check to use the glyph in the first place (failed checks can't be made again for 1 hour, don't need to reroll after succeeding once)). The penalty is -1 for each point of difference between the maximum complexity rating the alchemist can draw and the glyph's complexity rating. If the alchemist can draw the glyph but not at the size type it's at, the penalty is the difference between the types. As an example of this penalty, if a level 4 alchemist with an int modifier of +2, a Metal Alchemy level of 4, and a Complex Alchemy level of 2 were to use a Metal/Complex symbol with a complexity rating of 5, his effective alchemy rating if he used that symbol would be Metal Alchemy 3 and Complex Alchemy 1.

____________________

There are various types of alchemy, designated by the thing they either transmute or the effect of the transmutation. These type are Life, Metal, Mineral, Gas, Liquid, Organic, Deconstruction, and Complex. The first six are types of materials, while the last two are processes. The levels in each of these help determine what sorts of transmutations the alchemist may accomplish, their maximum weight, and the spirit energy costs of the transmutations. The base line equations for all of these are maximum mass transmuted = [symbol's complexity level x largest related Alchemy level x 5] lbs. and spirit energy cost = [affected volume x affected mass x (1/sum of related alchemy levels)] points. These are assuming the targets are either willing or inanimate. Exceptions to these rules are discussed in each of the types' own sections.

____________________

Bonus feats (feats with asterisk (*) are on dandwiki.com's 3.5e homebrew section) (may be taken at level 1, 4, and every 4th level thereafter): Alertness, Balanced Strike* (alchemist level 8 minimum), Blindsense* (alchemist level 4 minimum), Bloodletting* (alchemist level 8 minimum), Bookworm*, Combat Expertise, Cunning Dodge*, Cunning Strike*, Deft Hands, Diligent, Fleet of Foot (alchemist level 4 minimum), Greater Blindsense* (alchemist level 20 minimum), Improved Blindsense* (alchemist level 10 minimum), Knowledgeable* (1st level only), Natural Skill* (1st level only), Overbear*, Power Attack, Perception* (alchemist level 4 minimum), Perceptive* (alchemist level 8 minimum), Perfect Blindsense* (alchemist level 30 minimum), Recover* (alchemist level 4 minimum), Run, Safe Recover* (alchemist level 12 minimum), Self-Sufficient (alchemist level 4 minimum), Stealthy (alchemist level 4 minimum), Superior Expertise, Track (alchemist level 4 minimum), Two-Weapon Fighting, Weapon Focus

____________________

Alchemy Training: Alchemists get 1 training point they can put in to any alchemy discipline they wish per level. These disciplines are metal, mineral, liquid, gas, organic, life, deconstruction, and complex. These levels determine what the alchemist can make with transmutations, and how much the transmutations cost. This is explained in greater detail in each discipline's section. Alternatively, the alchemist may put this point in to specialized alchemist "feats".

____________________

Basic Alchemy

When this feat is acquired, all alchemy training levels are raised by 1 (from 0), which allows rudimentary use of all alchemy types. These levels (and all permanent alchemy training levels applied afterward) cannot be undone by any method short of permanent level loss.

____________________

Intermediate Alchemy

When this feat is acquired, all alchemy training levels are raised by 3.

____________________

Advanced Alchemy

When this feat is acquired, all alchemy training levels are raised by 5.

____________________

Alchemist Feats: Compressive Alchemy, Leapfrog Alchemy, Layered Alchemy, Restructuring Alchemy, Remote Control, Conversion Alchemy, Fast Transmutation, Suppressed Transmutation, Energy Expansion

____________________

Energy Expansion: Alchemist needs a +4 Wis modifier and 300 spirit points minimum to take this feat. It can be taken multiple times (and the effects stack), but the wis modifier requirement increases by 1 each additional time. The alchemist can add 1 to his effective wis modifier for the purpose of determining his spirit points (adds to his will save in this equation as well). For example, a level 4 alchemist who takes this feat with a +4 wis modifier and a + 2 int modifier normally has 192 spirit points. With this feat, his effective wis modifier is +5, and his effective will save is +9. This increases his spirit points to 252.

____________________

Suppressed Transmutation: Alchemist needs a +2 wis modifier, a +3 int modifier, and 3 levels in related alchemy disciplines minimum to use this feat. Transmutations under this effect have the noticeable side-effects dampened under one of a variety of degrees. These degrees are level 1 (illumination range is 6 squares full+6 squares dim, hindered vision effect's DC becomes 10 and has to be same square, listen DC is -5), level 2 (illumination range is 2 squares full/2 squares dim, hindered vision effect's DC becomes 5, listen DC is 5), and level 3 (illumination range is 1 square dim, hindered vision effect is lost, listen DC is 15). Level 1 adds 10% to the transmutation's spirit energy cost, level 2 adds 30%, and level 3 adds 50%.

____________________

Fast Transmutation: Alchemist needs a +1 int modifier and 3 levels in related alchemy disciplines minimum to use this feat. Normally, transmutations occur at a rate of [3 x most applicable alchemy level] square feet/round. This feat modifies that equation, changing it to [15 x most applicable alchemy level] square feet/round. No other parameter is changed by this feat.

____________________

Compressive Alchemy: Alchemist needs a +3 int modifier, 7 levels in Complex Alchemy, and 3 levels in relevant alchemy types minimum to use this feat. The alchemist can compress matter into a smaller volume than normal, reducing volume by as many as [alchemist's int + wis modifier] size classes. It still weighs as much as it did normally. The item's HP remains the same, and hardness is increased by either +2 or 1/5 the item's normal hardness (whichever's higher) for each size class it was lowered by. Materials compressed in this fashion are considered [size classes compressed x2] times deeper for a given depth (example: a desintegration spell that destroys 5' of material would destroy 2'6" of material compressed 1 size class). Weapons do the damage they would deal if they were their normal size class. Armor has its AC as if it were its normal size class. The people who use this equipment must have strength and (in the case of armor) dex modifiers equal to the number of size classes the item was compressed by in order to not get any penalties (for weapons, multiply the difference by 2 and subtract that from attack rolls) (for armor, multiply the difference (str and dex are done separately) by 2 and subtract that from related skill checks). The alchemist must be able to make a masterwork version of the equipment he's making with alchemy in order to be able to compress it. Using this feat adds 25% to the spirit energy cost of transmutations involved.

____________________

Leapfrog Alchemy: Alchemist needs a +2 int modifier, 4 levels in Complex Alchemy, and 6 levels in relevant alchemy types minimum to use this feat. The alchemist can "leapfrog" transmutations across one medium. For example, an alchemist can transmute by making an attack with a held weapon rather than an unarmed strike, or transmute a body of water without having to come in to contact with it. This can't occur across anything besides liquids or solids without meeting a separate set of requirements (+5 int modifier, 14 levels in Complex Alchemy, 16 levels in relevant alchemy types). The transmutation's maximum range is [1/2 alchemist's level x used glyph's level x 5] feet. Using this feat adds 10% to the spirit energy cost of transmutations involved (30% for the across-gas use).

____________________

Layered Alchemy: Alchemist needs a +2 int modifier, 3 levels in Complex Alchemy, and 3 levels in relevant alchemy types minimum to use this feat. The alchemist can make items he transmutes have small hollow sections inside, which are capable of containing various things, most notably useful liquids and alchemical glyphs. Glyphs inside items may be used by the owner of the item as normal (item has to come in contact with transmuted substance rather than alchemist). If the section is instead filled with any liquid, the alchemist may use it as if it were applied to the item (in the case of substances like acid and alchemist's fire, successful hits act as normal but with no splash damage). The item's compartment may be filled or drained at a rate of 1 unit/move action (provokes attacks of opportunity, can't mix different liquids, contents may be consumed by user as normal if they are proficient in the equipment's use (it's a full-round action otherwise)). Items sized have compartments as follows; fine (1 compartment), dimunitive (2 compartments), tiny (3 compartments), small (6 compartments), medium (10 compartments), large (18 compartments), huge (32 compartments) gargantuan (56 compartments) colossal (100 compartments). Using this feat adds 15% to the spirit energy cost of transmutations involved.

____________________

Restructuring Alchemy: Alchemist needs a +5 int modifier, 11 levels in Complex Alchemy, Compressive Alchemy, and 9 levels in Organic or Metal Alchemy (depending on what race you're affecting) minimum to use this feat. The alchemist may remodel a character's body in to something stronger. The alchemist may add [alchemist's int modifier] points to the target's strength and/or dexterity score however they wish (all in to strength, all in to dex, or something in between). The character must have a constitution modifier at least equal to the total increase to undergo the process. The bonus points are recorded separately, though for all intents and purposes they are incorporated in to the character's base stats. This process takes 2d4 days to complete for every point added (recovery time included). Alchemists must have an int modifier at least equal to the total change in order to modify the stats. This process ignores spirit energy cost, though the alchemist must have [15000 x total bonus applied) x (1/(Complex Alchemy level + Organic or Metal Alchemy level))] spirit energy points in order to do the transmutation.

____________________

Remote Control: Alchemist needs a +2 int modifier, 4 levels in Complex Alchemy, and 5 levels in Life Alchemy. When creating machinery, the alchemist may imbue the machine with some of their spirit energy at the same time. While it retains this energy, the machine can be controlled by the alchemist as if it were his own body, even while the alchemist operates normally. This is because of a connection maintained automatically between the machine and the alchemist. If the connection is broken, the machine is rendered inert. The connection is broken either when the alchemist wills it (free action), when the alchemist or the machine is brought to 0% spirit energy, or when the alchemist is rendered unconscious. The machine is considered to have [1/6 spirit energy points imbued in machine] health points. When the machine is brought to 0 health, it is considered out of spirit energy. Hardness applies to damage to the machine as normal. Healing spells of any sort don't affect the machine's HP. Spirit energy points put in to the machine's health aren't regenerated until the machine loses them. The machine may be controlled out to a distance of [character level x int modifier x 5] feet. Only one machine may be controlled like this at a time. The process costs [500 x (1/Life Alchemy level)] spirit energy points, on top of the cost of the points imbued in the machine.

____________________

Conversion Alchemy 1: Alchemist needs a +2 int modifier, 6 levels in Complex Alchemy, and 3 levels in Life Alchemy minimum. allows the alchemist to transfer spirit energy between any targets he can transmute. He may strip all the energy from a target (will save for half, DC [10 + Alchemist class level + int modifier]) and add it to his own or another willing target (energy exceeding 100% dissipates at 1%/round), or give the target a portion of his own energy (until target hits 100% or alchemist hits 0%, whichever comes first).

____________________

Conversion Alchemy 2: Alchemist needs a +3 int modifier, 12 levels in Complex Alchemy, 7 levels in Life Alchemy, and Conversion Alchemy 1 minimum. The alchemist may use his own spirit energy to materialize substances. He can materialize 1 lb. of material for every [630 x (1/(related Alchemy level + Life Alchemy Level))] spirit energy points spent. The alchemist must have a sample of the material he's creating in order to materialize it.

____________________

Conversion Alchemy 3: Alchemist needs a +5 int modifier, 15 levels in Complex Alchemy, 9 levels in Life Alchemy, Restructuring Alchemy, and Conversion Alchemy 2 minimum. The althemist may condense spirit energy into a Philosopher's Stone. This stone has spirit energy points equal to the total amount of points infused into it, and a spirit energy recharge rate equal to 1%/round for each living creature infused into the stone (.5%/round instead for each animal-intelligence creature and living creature that donated >50% of their spirit energy without dying). Creatures can donate spirit energy either willingly or unwillingly, and the alchemist chooses how much to take (penalties for having less than 0% spirit energy points apply normally, alchemist can't take more than -100% of a creature's spirit energy). The stone can be made to pay any spirit energy costs instead of the alchemist controlling it at their discretion. The initial cost to make any size of philosopher's stone is [18144 x 1/(Complex Alchemy level + Life Alchemy level)] spirit energy points. The maximum number of creatures that can donate energy besides the alchemist is [(character level/5) x glyph level]. Creatures may roll a will save to resist having their spirit energy taken (successful save takes half of energy wanted by alchemist) at DC [10 + character level + wis modifier].

____________________

Life Alchemy

Life Alchemy is the transmutation of souls and spirits. This is most commonly used in either creating artificial life (commonly either chimeras or homunculi of all sorts,) or in dealing with certain types of undead (affects incorporeal/successfully targeted ethereal targets normally). Certain special Alchemy feats also make use of it. Since there is no real weight to spirit energy, the equation to determine how much you can manipulate with this type is [Life Alchemy level x symbol complexity rating x 10] spirit energy points. The direct attack application of this type does health drain that can't be healed by non-magical methods and affects ethereal targets, and costs 25% more than normal.

____________________

Metal Alchemy

Metal Alchemy is the transmutation of iron, mithril and other metals. This is most commonly used in either fashioning comparatively cheap equipment or destroying the opponent's. The equation for transmuting unattended materials remains the same. The direct attack application of this type deals damage to metal items and creatures (such as most constructs and warforged) as normal (ignoring hardness and damage reduction granted from nonmagical sources).

____________________

Mineral Alchemy

Mineral Alchemy is the transmutation of stone, brick and other minerals. this is most commonly used in either creating temporary fortifications or destroying existing ones. The equation for transmuting unattended materials remains the same. The direct attack application of this type deals damage to mineral items and creatures (such as some constructs and most buildings) as normal (ignoring hardness and damage reduction from nonmagical sources).

____________________

Gas Alchemy

Gas Alchemy is the transmutation of air, fog and other gases. This is most commonly used in either purifying the air to make it breathable or fouling it in some fashion (either through poison, acid, or fire). Since gases by nature have no appreciable weight, the equations for affected mass and spirit energy cost are altered (affected mass equation is replaced by affected volume = [symbol complexity rating x Gas Alchemy level x 5] feet, and spirit energy cost is as described below). The alchemist may either make the transmutation affect a nearby area (at least one square of affected area must be within alchemist's reach) or a more distant spot. The alchemist can project the affected area by transmuting only a small line of the transmutation (not affecting anything in the square), affecting an area [Gas Alchemy level x 5] feet away for every square added to the total transmutation area.

To turn the air in to poison or acid, the alchemist must have a sample of the poison to be transmuted or some acid (or equipment that deals acid damage) on hand. To turn the air in to fire, the alchemist must either create a spark (free action with flint and steel) or have some burning object (torch, tindertwig, or equipment that deals fire damage). The air can be made simply unbreathable (disperses in light wind in 4 rounds, 1 round in moderate wind, air in area doesn't count as breathed (still technically breathe normally, but is useless)) and/or foggy (as fog cloud) in the affected area as well. The cost of transmuting a poison is [Save DC of poison x affected squares or number of units x 2] spirit energy points (can only transmute inhaled poisons). The cost of the unbreathable air and fog transmutations are as normal (may do these on top of another gas transmutation except for fire, but are done separately and add to the spirit energy cost). The acid and fire transmutations are direct damage, and calculated accordingly (fire can light flammable targets for 1 round (costs 15% more than normal), and acid lingers for 1d3 rounds (costs 30% more than normal)deals normal damage to all that come in to contact with it).

____________________

Liquid Alchemy

Liquid Alchemy is the transmutation of water, ale and other liquids. This is most commonly used in either making drinkable liquids or fouling them (either through poison or acid). The equation for transmuting unattended materials remains the same. To transmute the liquid in to poison or acid, the alchemist must have a sample of the poison to be transmuted or some acid (or equipment that deals acid damage) on hand. Ingested poisons function normally, but the save DCs for unconcentrated The cost of transmuting a poison is [Save DC of poison x affected squares or number of units x 2] spirit energy points (can transmute all poisons except inhaled). Transmuting an ingested poison as affected squares works as normal (functions same as inhaled poisons for water-breathing targets in affected area), but the save DCs of injury and contact poisons are decreased by 2 and 4, respectively (injury functions whenever character has a wound immersed in affected water). The acid transmutation is direct damage, and its spirit energy cost is calculated accordingly (acid is in effect for 1d3 rounds (costs 30% more than normal), deals normal damage to all that come in to contact with it).

____________________

Organic Alchemy

Organic Alchemy is the transmutation of plants, meat, and other organic matter. This is most commonly used in either making equipment and useful items from organic matter (wood, hide, and/or leather armor/weapons, some utilitarian items, and explosives (detailed in Complex Alchemy section)) or damaging organic items and creatures (wood and hide/leather are organic, most creatures of all sorts are organic). The equation for transmuting unattended materials remains the same. The normal direct damage application of this type deals damage to organic items and creatures (ignoring hardness and damage reduction from nonmagical sources).

____________________

Deconstruction Alchemy

Deconstruction Alchemy is the process of breaking down a target material. This is used in either destroying targets or separating material types (some substances have multiple material types in them, this separates it in to the two). This alchemy type can't be used without also using a material alchemy type. The costs for all transmutations involving this alchemy type are as detailed in the material type's sections, except in the case of separating a material in to its base material types. This costs [affected squares x affected mass x (1/Deconstruction Alchemy + (1/2 sum of other related alchemy types)]. Except where noted, separating a material in this fashion creates equal weights of the material types involved. (not finished)

____________________

Complex Alchemy

Complex Alchemy is the process of making complex transmutations. These include things such as making equipment, transmuting certain substances, and almost anything involving multiple material types. This alchemy type can't be used without also using a material alchemy type. The costs for all transmutations involving this alchemy type are as detailed in the material type's sections, except as noted here. (not finished)

____________________

Direct Damage

All material alchemy types have direct damage uses, with additional stipulations as detailed in their individual sections. All those applications, though, use this section to determine the base cost of the transmutation, as well as exactly how much damage they can do. The rules for these are as follows.

The largest die and maximum damage that can be used is determined by the sum of the character's related alchemy levels (material type being damaged + (commonly) either deconstruction or complex alchemy, depending on the method used). The maximum damage (if all damage dice rolled the highest number possible) that the alchemist can have is [10 x (sum of 2 highest relevant alchemy levels)]. The largest and smallest dice available increase (from d4-d8) when the sum of the two most related alchemy types is 6, 10, and 18, to a maximum and minimum of d20 and one point, respectively. The alchemist can buy a number of single points of damage for minimal cost equal to [alchemist's class level + int modifier]. The actual cost for damage dice is as follows; 1 point (if at or under the minimal-cost limit) =

____________________

Material Rating

Every material is different. Even among things of the same type, there's different qualities of material to be dealt with. This rating defines that. The lower the rating as it compares to your, the more freely that material can be made in to intricate items such as weapons and jewelry.

outrider
04-20-2010, 11:55 AM
you might want to check out the alchemist from Pathfinder. There is a pdf of it on Paizo's site. It is part of a new book that is coming out in august.

Aleucard
04-20-2010, 09:41 PM
Can you provide me with a link? I'm not sure what exactly I need to look for, and all I'm seeing is stuff I need to pay for to take a look at. Also, keep in mind that this is NOT an alchemist in the traditional medieval sense (chemist with a different name). This is the FMA style alchemist, as in turning a block of metal in to a fully functional armor set inside of one round type of alchemy (with a substantial energy cost, of course). Read this before making suggestions, please.

Oh, and before I forget, the bonus feats with an asterisk beside their name are found in the dandwiki.com homebrew section.

outrider
04-20-2010, 09:48 PM
http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8daf there are several classes. You might have to sign up with piazo. Its a free download.

Aleucard
04-20-2010, 11:47 PM
I have a bit of a wait on downloading this. Can you give me a summary of their alchemist class? General abilities, skills, all that random crap?

EDIT: It's downloaded. I looked over their alchemist. This is NOT the alchemist I'm making. It's an interesting thought, but not much else. It focuses on mixing tons of potions to do its dirty work; my alchemist focuses on transmuting anything and everything in range to fit the job. See the difference?

Aleucard
08-01-2010, 04:43 AM
Alright, I updated this. Should be more concise, and at least semi-easier to read. What do you think?

DM_Running_Farland_3.5
08-03-2010, 10:39 PM
Aleucard-
I like what you have here. As someone who is also trying his hand at the design and development end of d20 fantasy, I would like to help you out. As such, I have a few questions. But most boil down to "why"?

I understand making coolness. But where does the alchemist fit in a party?
Isn't he or she just a very loud and glaring buffer?
What other classes do you see being able to access Knowledge (Alchemy)? Obviously wizards, sages, experts. Clerics? Bards?
What are the reasons for the bonus feats (mechanics-wise and roleplaying-wise)? Please be specific.
According to the training point model, you are stupid if you do not allocate your first three training points to basic, intermediary and advanced alchemy. Why let this happen? Wouldn't this allow a 3rd level Alchemist to be unbalanced in comparison to a 3rd level cleric, wizard, barbarian, monk, rogue, bard, ranger, paladin, sorcerer or fighter?
OK. I see now that you need INT and WIS modifiers to qualify. But doesn't this stack the deck towards high-powered characters even more than it already is? For example, a fighter with a high strength will probably beat a fighter with a lower strength. But not necessarily. The fighter with the lower strength may have a much higher charisma and intelligence. Maybe she took a lot of skill points in intimidate and scared the hell out of the burly fighter, knocking him off his mental balance and therefore wins. Why? Because she has the same basic tools as all fighters (proficient in a crap-ton of weapons, can wear any armor, has a high hit dice...) but she chose to allocate her (or randomly selected) her high ability scores to something other than brawn. With the alchemist, you must have a high intelligence and a high wisdom or you will simply be lacking the tools of the trade wholesale (not like spell casters where if you have a lower modifier, you will have a few less spells, the alchemist will totally miss the boat).
I'll take a look at the rest later. The lake calls early.

Aleucard
08-06-2010, 04:59 PM
The main roles of an alchemist would be for utility, close to mid range damage, crowd control (making walls, pits, and other random shit on the fly can split up the opposition pretty nicely), and structure modification (either making new ones on the fly or destroying them, including making tunnels and the like).

The vast majority of stuff he can do to improve his party statistically are either out of combat (making compressed armor and weapons for the party tank, for example), or have drawbacks (someone specializing in organic healing could possibly heal a party member at later levels, though they'd take nonlethal damage, for example). Those aren't exactly very effective buffer-friendly options.

Anything that would have an academic aspect would probably have Knowledge [Alchemy] as a class skill. I wouldn't expect the party fighter or rogue to feasibly know about them, but as you said, the party wizard or cleric probably would.

Those three are received as you level up, NOT by putting an alchemy training point in to them.

Every single class in the game has optimization. In this case, since practically everything they do tactically needs them to be inside the traditional close-range barrier (30 ft. give or take), they need to put point buy in to things like dex and con too. Charisma is more of a dump stat for these guys, though. Since they essentially have 4 attributes they need to be able to bring to speed, that helps mitigate the munchkin factor. Everything is still in the initial stages, though, so things very easily might get altered as time goes on.

chrono21791
08-06-2010, 07:08 PM
This class is horrifically complicated. Though this is technically not a problem with the class, it IS a problem with anybody who wants to play with it or run a character with it. I recommend making it much more simplified.

Also, I don't see why they would gain martial weapon proficiency. Most of the alchemists in the manga didn't use weapons of any sort; those that did were rare and often ineffective. They would just be alchemists who took feats to use martial weapons. Simple weapons make sense though.

Also, it would help to keep things in theme and just round DOWN for everything. Besides, anything that needs to be rounded would always be an odd number; there are no improper or complex fractions in the d20 system that i know of. So, the closest roundable number will always be either up or down, because fractions due to levels are always .5 of something.

AllmightyDM
08-09-2010, 07:39 PM
I don't really 'get' this ainme class. Maybe you can add some fluff?

1.Sure is nice this class gets search, spot and listen..the most 'useful' skills to the all combat kill and loot power gamers. Is an Alchemist really 'spotting' bad guys and 'listening' for bad guys? This looks like the power grab for power gamers to attack first.

2.The bonus feats. Why does the Alchemist get combat feats? Nothing about this class looks melee combative. Things like power attack and two weapon fighting for a spellcaster class? How does this fit in, other then you want all the good power gamer feats?

3.I don't understand how the class works.....can you add a couple examples?

4.So does this class let the Alchemist use any energy any material any time? That sounds very unbalanced. No matter what is needed the Alchemist can make it?

5.How do this classes powers ever work? What are the DC's for the effects, for example? How easy is it to 'turn a bad guys sword into butter'? And what about limits? Can this class do the over broken Epic stuff, like 'turn the air around a creature to crystal so they suffocate'?

d-_-b
08-12-2010, 02:17 AM
I think this is an interesting idea, but I have trouble seeing how it works from a game mechanical point of view and I think you have made a few odd choices that makes it look like a power grab.

1) 5 skill points? In D&D3.5 characters get either 2, 4, 6 or 8 skill points. Since, as far as I can see, FMA's do not rely on skills to perform their "magic" I think they should receive only 2 skill points per level.
2) Class skills: This has been brought up before in this post. Craft, Knowledge and Magic related skill should be your focus here. The FMA is not a rouge -unless I am missing something.
3) Your Spirit Point system is too weird and quite frankly it is munchy too. ATM the FMA regains all his powers in 5 minutes outside combat. Other casters -and the FMA is an arcane caster, needs to wait an entire day.
4) What kind of saving throws does materials and creature subjected to the FMA get?
5) Your selection of combat bonus feats is suspect. I understand that in the MANGA FMA's are front line combatants but in D&D it is difficult to be that "all powerful".

All in all I actually appreciate what you are trying to do here, but I think you are on the wrong track. Why not make a prestige class for this sort of thing instead and then use the D&D3.5 rules already in existence instead of coming up with this complex amalgam of rules? Use the FMA fluff and take elements from other prestige classes that are already doing sort of the things you want?

DM_Running_Farland_3.5
08-12-2010, 11:38 AM
Aleucard -
Please do not think we are attacking you. We are only trying to help you make this the cool class you envision, but also keep it balanced in-game.

I agree with the prestige class idea. Perhaps through prestige classes, you could get the front-line mentality you are looking for. For example...make the base class take 5 skill points in Knowledge (Alchemy). This is easy enough for, say a cleric or wizard to get, but will take longer for a fighter or paladin to get. But, if you have the patience, you could be a tank of a PC who can craft these impressive runes.
As a prestige class, I would suggest making a class ability list similar to that of a heirophant, except make pre-requisites for some of them. Choose the base abilities and either grant them outright, or allow them to pick a certain number of them at 1st prestige level. After that, they can proceed down their chosen path through other ability buy-in options as they level up.