So I was wondering if anyone saw any huge issues with a few specific changes to abilities the chemist has. Mostly done to make them more user friendly (in my experience). but I haven’t played enough to really know.
I'm also considering making an archetype purely focused on creating, using alchemical items... but honestly. outside of the two things I note below. I really think they are already perfect. absolutely favorite class in anything d20
Granted if they could probably also get some explosive bonuses or something. who knows
These both thought up when i was making my gunner type. who had a white revolver enchanted with nonlethal, and it was loaded with potion infused bullets. so he could shoot allies to heal them. with other clips infused with various bullet types for special monsters.
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Firstly, the original
Alchemical Mixture (Ex): At 4th level, a chemist can make a temporary alchemical item. As a standard action, a chemist can create an alchemical item from the tier 1 list from the alchemical item list at no cost. An alchemical item created this way only lasts for 1 round per chemist level before it loses all potency. The chemist can use this ability a number of times per day equal to 3 + his Intelligence modifier. At 11th level, a chemist can create an alchemical item from the tier 2 list. At 18th level, a chemist can create an alchemical item from the tier 3 list.
So. I was considering altering this to last mins, or hours per level; maybe the middle ground of 10 or 30mins per level. hour seems the most useful since at a point you basically do it in the morning if you're a set character design.
Why? Because for a long period of time it is basically only useful to heal up damage, or status effects after a battle. and really I think it could be made into a good option for great character customization detail if it lasted longer. Instead of basically being the surprise bank one could make some interesting things. Like alchemical bullets. Really sing out their own uniqueness.
So does anyone see any massive unbalance with this? I really don't see anything terrible. they still are temporary and unkeepable. Eventually you can combine them to higher tier stuff. but that eats your uses FAST. and if you combine with areal item. well you just lost a real item when the fake runs out.
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Original
Throw Potion (Ex): Starting at 2nd level, a chemist can throw potions to allies within 15 feet. This improves by an additional 15 feet for every four levels afterwards to a maximum of 60 feet. The chemist must hit an AC of 10 (+/- from size). The recipient must have a hand free to catch the potion. If the recipient is adjacent to an enemy, he provokes an attack of opportunity. If the chemist has multiple attacks, he can throw up to that many potions as a full-attack action. Throw Potion (Ex): Starting at 2nd level, a chemist can throw potions to allies within 15 feet. This improves by an additional 15 feet for every four levels afterwards to a maximum of 60 feet. The chemist must hit an AC of 10 (+/- from size). The recipient must have a hand free to catch the potion. If the recipient is adjacent to an enemy, he provokes an attack of opportunity. If the chemist has multiple attacks, he can throw up to that many potions as a full-attack action.
So for this one. Two changes, well one for sure and one potential.
Potential: Rewording the actual ability content to be allowed to throw any beneficial alchemical items (i.e. you can't throw them an attack one to use via this ability. but I could throw them a soft, or phoenix down (if they are down)
For sure wanted change: I wanted to add a line. after the bit about a free hand "The recipient may use an immediate action to use the alchemical item" also potentially allowing free stowing of said item..
That way it is far more like the game one. You can throw and it actually takes action. Not you throw. they catch. they must wait till their turn to drink it. or you could throw a phoenix down long range and help a downed ally. or you could spread items around rapidly as things evolve.
I really feel like the ability for the recipient to use the item right then is important. but I see the danger of a full round throwing and automatic free uses. so I ended up settling on the immediate action idea. That way if I wanted to, I could still throw them multiple things but they can only use one.
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Edit: new thought.
So. I'm sorta considering making the above an archtype, and maybe replacing something for the ability to add INT to DC of alchemical items, and maybe damage (or maybe class lv damage). Only for self crafted alchemical items.
Maybe replacing potion quaf and improved quaf or something. Maybe anesthetic?
I thought about one or two discoveries. but seems like it might be a bit strong?
or maybe one that increases the caster level to the chemist's level.. thatm ight be a bit easier balanced.
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Unrelated note to self: consider looking at a toxicant styled archetype. Though already does well with poison bomb.
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I'm also considering making an archetype purely focused on creating, using alchemical items... but honestly. outside of the two things I note below. I really think they are already perfect. absolutely favorite class in anything d20
Granted if they could probably also get some explosive bonuses or something. who knows
These both thought up when i was making my gunner type. who had a white revolver enchanted with nonlethal, and it was loaded with potion infused bullets. so he could shoot allies to heal them. with other clips infused with various bullet types for special monsters.
====================
Firstly, the original
Alchemical Mixture (Ex): At 4th level, a chemist can make a temporary alchemical item. As a standard action, a chemist can create an alchemical item from the tier 1 list from the alchemical item list at no cost. An alchemical item created this way only lasts for 1 round per chemist level before it loses all potency. The chemist can use this ability a number of times per day equal to 3 + his Intelligence modifier. At 11th level, a chemist can create an alchemical item from the tier 2 list. At 18th level, a chemist can create an alchemical item from the tier 3 list.
So. I was considering altering this to last mins, or hours per level; maybe the middle ground of 10 or 30mins per level. hour seems the most useful since at a point you basically do it in the morning if you're a set character design.
Why? Because for a long period of time it is basically only useful to heal up damage, or status effects after a battle. and really I think it could be made into a good option for great character customization detail if it lasted longer. Instead of basically being the surprise bank one could make some interesting things. Like alchemical bullets. Really sing out their own uniqueness.
So does anyone see any massive unbalance with this? I really don't see anything terrible. they still are temporary and unkeepable. Eventually you can combine them to higher tier stuff. but that eats your uses FAST. and if you combine with areal item. well you just lost a real item when the fake runs out.
=============
Original
Throw Potion (Ex): Starting at 2nd level, a chemist can throw potions to allies within 15 feet. This improves by an additional 15 feet for every four levels afterwards to a maximum of 60 feet. The chemist must hit an AC of 10 (+/- from size). The recipient must have a hand free to catch the potion. If the recipient is adjacent to an enemy, he provokes an attack of opportunity. If the chemist has multiple attacks, he can throw up to that many potions as a full-attack action. Throw Potion (Ex): Starting at 2nd level, a chemist can throw potions to allies within 15 feet. This improves by an additional 15 feet for every four levels afterwards to a maximum of 60 feet. The chemist must hit an AC of 10 (+/- from size). The recipient must have a hand free to catch the potion. If the recipient is adjacent to an enemy, he provokes an attack of opportunity. If the chemist has multiple attacks, he can throw up to that many potions as a full-attack action.
So for this one. Two changes, well one for sure and one potential.
Potential: Rewording the actual ability content to be allowed to throw any beneficial alchemical items (i.e. you can't throw them an attack one to use via this ability. but I could throw them a soft, or phoenix down (if they are down)
For sure wanted change: I wanted to add a line. after the bit about a free hand "The recipient may use an immediate action to use the alchemical item" also potentially allowing free stowing of said item..
That way it is far more like the game one. You can throw and it actually takes action. Not you throw. they catch. they must wait till their turn to drink it. or you could throw a phoenix down long range and help a downed ally. or you could spread items around rapidly as things evolve.
I really feel like the ability for the recipient to use the item right then is important. but I see the danger of a full round throwing and automatic free uses. so I ended up settling on the immediate action idea. That way if I wanted to, I could still throw them multiple things but they can only use one.
============
Edit: new thought.
So. I'm sorta considering making the above an archtype, and maybe replacing something for the ability to add INT to DC of alchemical items, and maybe damage (or maybe class lv damage). Only for self crafted alchemical items.
Maybe replacing potion quaf and improved quaf or something. Maybe anesthetic?
I thought about one or two discoveries. but seems like it might be a bit strong?
or maybe one that increases the caster level to the chemist's level.. thatm ight be a bit easier balanced.
===========
Unrelated note to self: consider looking at a toxicant styled archetype. Though already does well with poison bomb.
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