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Bob 09.18.2019 13:12 | |
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Alchemists specialize in creating and using alchemical bombs and elixirs in combat. Based heavily on the Alchemist class from Pathfinder Second Edition, with some additional inspiration from First Edition, they include all-new feats, weapons, ammunition, attacks, achievements, recipes, and other supporting content. To kick off some crowdforging discussions on the design and implementation of Alchemists, here are our high-level plans for this new role:
Those are the central building blocks for Alchemists, around which a wide variety of feats, achievements, and other content will be created. There will also be some links back to existing content, like the Expert role and the Alchemist crafting skill. I'll post deeper dives into each aspect as we work through the implementation. Initial thoughts? |
Bringslite 09.18.2019 14:24 | |
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"Initial thoughts?" Like the idea in a broad sense as presented. Sounds exciting and… additive in a good way to available role paths. ![]()
Virtute et Armis
-Unknown |
Harad Navar 09.18.2019 17:20 | |
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Would there be a necessity for new artwork to cover mutagenic transformations affecting the character?
Knowledge can explain the darkness, but it is not a light.
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Bob 09.18.2019 17:42 | |
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Harad Navar We'll need to make do with a more metaphorical transformation until we can devote more art resources to making these and other effects visible in-game. For now, these will operate much like other buffs, though with more significant drawbacks so that on balance the benefits can be even greater. |
Edam 09.18.2019 18:16 | |
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Overall this is a great thing I look forward to trying out. My initial impression is very positive. Initial thoughts:
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Bob 09.19.2019 09:27 | |
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Edam That's definitely the plan. The mix of "feats reserved for those advancing as Alchemists" and "feats that are probably more useful for Alchemists but not reserved for them" should be pretty similar to the mix created for other roles. For example, you can't advance in Formula Book Implement Proficiency without advancing as an Alchemist, just as you can't advance in Holy Symbol Implement Proficiency without advancing as a Cleric. However, Alchemical Weapon Proficiency doesn't require Alchemist, just as Focus Weapon Proficiency doesn't require Cleric. It's certainly easier to advance in them while advancing in those roles, and there are more possibilities for acquiring other feats with matching bonuses, but it shouldn't be significantly more difficult to add some Alchemist abilities to a Fighter than it currently would be to add some Cleric abilities. Edam We'll do our best, and that's a large part of why I'll be opening each of the details up for crowdforging as we go. Getting started now means I can post a steady stream of details without suddenly dropping an overwhelming batch of numbers on everyone. Edam My plan is for the standard Alchemist recipes to use existing standard refined items, or at the very least for any new refining recipes to use existing standard stocks. The overall difficulty of gathering/refining/crafting Alchemist items should similar to doing so for other roles. |
NightmareSr 09.19.2019 09:47 | |
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This sounds very exciting, especially the Mutagens being big buffs (or boons) in one aspect but with trade-offs in other aspects. Also the bandoliers sounds very interesting also since I get annoyed by only being able to carry 9 potions and such currently.
- Wandering gatherer (NightmareSr#2669 on discord)
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Bob 09.19.2019 10:39 | |
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NightmareSr The bandoliers won't really solve the 9 potion issue, since you don't load them up with potions. Instead, they're similar to quivers or charge gems, except bandoliers get loaded with reagents instead of with arrows or charges. That said, the attack feats that make use of reagents will often be similar to the effects of potions, so in a sense the bandoliers will enable you to feel somewhat like you're using potions more often. However, the attack feats will be balanced more like other attack feats, so they generally won't be as powerful. We do have some thoughts on making it easier to carry and use potions, and hope to do some work on it soon, but don't have that scheduled at the moment. |
NightmareSr 09.19.2019 16:27 | |
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BobYeah sort of what I was thinking, and when I get frustrated by the limit of 9 is when I am using potions for utility like speed potions for crossing the map and etc.NightmareSr It will certainly be interesting to have a whole new weapon type and style. ![]()
- Wandering gatherer (NightmareSr#2669 on discord)
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You are a Troll 09.19.2019 16:49 | |
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If you need more than 9 potions to cross the whole map you are making the wrong damn potions! ![]() |