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FlailingGums9
2013-03-27, 02:50 AM
I tried my hand at making a martial alchemist archetype from Pathfinder that doesn't turn into a hulking beast. I got the initial idea from the Book of Vile Darkness prestige class: Warrior of Darkness and the Book of Exalted Deeds: Anointed Knight. I originally tried having this more of a prestige class but then decided that it would be easier/make more sense if it were an archetype. So any feed back would be great as to how I could improve this archetype or if I should just scrap it entirely.

Alchemical Warrior

Alchemical Warriors are a martial branch of militarized alchemists. They use their alchemical discoveries to enhance their equipment in battle.


Weapon and Armor Proficiency: Alchemical Warriors are proficient with all simple and martial weapons. They are proficient with light and medium armors as well as shields but not tower shields. This replaces Level 1 ability Throw Anything.

Alchemical Weaponry: At 1st level an Alchemical Warrior has learned to apply alchemical substances to their weapons. Alchemical warriors craft special oils along with their volatile bomb chemicals, which they use to coat their melee weapons with. An alchemical warrior can use this ability any number of times per day that they could normally use a bomb. ( Alchemist Class level + Int. Mod. ) This abiltiy only affects the Alchemical Warriors melee weapon. He/She must have control over the weapon in order for the affect to work. If a alchemical warrior is disarmed the effects wisps out until the alchemical warrior gains control of the weapon again. ( The effect still counts as being used to the number of rounds that the effect lasts do not get broken up between control and non - control ) The alchemical warrior adds additional damage to their melee attacks with a weapon based on their bomb damage. ( 1st level +1d6, 3rd level +2d6 etc.) That damage is inherently fire based however Discoveries that change a bombs base damage type ( Acid Bomb, Frost Bomb, etc. ) also affect the weapon. So if a alchemical warrior choose the Shock Bomb discovery his melee weapon could deal shocking damage instead of fire damage, if the alchemical warrior chose to. This effect lasts a number of rounds equal to the 1/2 the Alchemical Warriors class level + Int Mod. ( Min. 1 round ) These effects stack with any enchatments placed on the weapon. ( +1 Flaming Longsword treated with the Frost Bomb effect would do +1d6 Fire and +1d6 Cold damage ) A single weapon can only be coated with one alchemical effect at a time. Poison naturally ruins the effect, so a weapon coated with poison cannot be used with alchemical weaponry. ( Exceptions would be weapons that magically produce poison like a Poison dagger. ) It takes the same amount of time to create and apply it to a weapon as it does to create a Bomb. Feats that effect bombs also apply to alchemical weaponry ( Example: Extra Bombs, DM's make ruling if additional feats apply ) Long term exposure to these chemicals and oils can have terrible effects on a weapon causing a weapon to corrode rapidly and become useless. After a alchemical weaponry effect expires the weapon takes 1/4 of the max amount of damage possibly ( Min. 2 pts ) Magical weapons and weapons made from various metals may be exception to this rule. If the force bomb discovery is applied to the weapon the weapon can then effect incorporeal entity's as well ( Similar to Ghost Touch ) This feature replaces the Alchemists Bomb class feature at 1st level. ( Usable Discoveries: Acid Bomb, Concussive Bomb, Dispelling Bomb, Force Bomb, Frost Bomb, Shock Bomb )

Alchemical Shield: At 6th level an Alchemical Warrior has learned how to properly apply the alchemical oils and chemicals in the alchemical weaponry feature to his/her shields. An alchemical warrior can gain a resistance bonus to any of her/his alchemcial weaponry abilites. ( default being fire, Frost Bomb = Cold Resistance, etc. ) The alchemical warrior adds his/her max total alchemical weaponry damage amount to a resistance bonus of the energy type used. In addition the Alchemical Warrior also gains immunity to a secondary effect associated with his current resistance ( So if Concussive Bomb Discovery was used the Alchemical Warrior would gain resistance from sonic damage and be immune to any deafening effects. ) as long as the effects are active. This effect lasts as long as the alchemical weaponry feature does for the alchemical warrior and can be used as many times per day as that feature could. Alchemical Shield counts as a daily use of Alchemical Weaponry. ( They do not use their own number pool, both features draw from the same daily allotment. ) In all other cases this feature acts just as Alchemical Weaponry. ( How many rounds it lasts, Damage to the shield, Personal Use only, etc.. ) If the Force effect is chosen then it allows the Alchemical Warrior to add his/her Shield bonus to AC against incorporeal attacks ( Similar to Ghost Touch ). This Feature replaces Swift Poisoning.

Alchemical Armor: At 10th level an Alchemical Warrior has learned how to successfully apply the alchemical substances in the Alchemical Warrior Weapon/Shield feature to his/her armor. Any time this feature is activated the Alchemical Warrior chooses one of his/her bombs and applies that effect to his armor, any time the Alchemical Warrior is attacked in melee her/his attacker takes 1/2 damage equal to the Alchemical Warriors activated armor rounded up ( So for instance a Alchemical Warrior has this feature activated and choose the Frost Bomb Discovery, any time a melee attack is made against him/her that attacker then takes cold damage equal to half her/his current bomb level. ) Min. 3d6. A successful reflex save halves the damage. If the force effect is chosen then the first die number of the bomb damage is added to the AC of the armor ( Min. +3 AC, also allows to keep armor bonus against incorporeal attacks, similar to Ghost Touch ) In all other respects this feature functions just as Alchemical Shield does. This feature replaces Poison Immunity.

Discoveries that complement the Archetype:

Greater Mutagen, Infuse Mutagen, Grand Mutagen, Acid Bomb, Frost Bomb, Force Bomb, Concussive Bomb, Dispelling Bomb, Breath Weapon Bomb, Nauseating Flesh, Lingering Spirit, Spontaneous Healing, Vestigial Arm, Explosive Missile

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