ProudGrognard
2013-12-24, 06:59 AM
As I have mentioned elsewhere (http://tinyurl.com/lmpmevd), the alchemist is one my favorite classes, both fluff and crunch-wise. I find it to be one of the best crafted classes in the game. This is why, perhaps, some of its more unfortunate moments stick out even more.
Leaving aside my two biggest gripes (the fact that alchemists, due to the broken craft rules, almost never get to craft their own items, and that the infusion discovery should be standard), I find the existing alchemical items to be largely irrelevant. The PF design team seems to have as its mantra that no alchemical item should be near as powerful as a spell, and that they should be only relevant in the first three or so levels, while being overpriced at that. The only items reasonably priced are the antitoxin and the antiplague.
This attitude can be seen in all items. Take for example the weapon blanches. You pay 20gps and spent a full round action to make one (1) attack with your weapon. Really? I mean, really? Who in their right mind would ever use such a thing? Why not pay 50 gps and have it last a whole battle?
There is also the issue of the various dust spells. One would expect that the alchemist would have a spell in his repertoire to mimic faerie fire, glitter dust or even thunderstones and such. But no. The witch has it in its repertoire, the alchemist for some reason, no. This also needs to be amended.
Finally, there is the issue of scalability. Acid, alchemist fire and tanglefoot bags are nice for the first two or three levels. Why aren't there more powerful versions of these items? Since they are priced more or less like first level arcane spells (and do comparable damage), this should be our guideline.
With that in mind, I would like to propose some additions and modifications to the alchemical list. Things like stronger offensive alchemies and so on. I would like your opinions on their feasibility and applicability.
Fortified acid: Dmg 2d6, 20gp, DC 20
Fortified persistent acid: Dmg 2d6, 1d6 the next round, price 50 gp, DC 25
Distilled fortified acid: Dmg 3d6 , price 50 gp, DC 25
Aqua Regius: Dmg 3d6, 2d6 next round, 1d6 final round, price 125 gp, DC 30
(The above exist in alcahlic form and cost 20% more).
Pyrhic fire: Dmg 2d6, 2d6 the next round, price 60 gp, DC 25
Aetheric fire: Dmg 3d6, 2d6 the next round, 1d6 the last round, price 150 gp, DC 30
Hungry fire: Dmg 3d6 in a 10ft radius, splash damage an additional 5 ft, price 150 gp. DC 30
(The above also exist in alchemical cold)
Flashstone: Thrown as a ranged touch attack, Will 15 save or stunned for 1d4 rounds. Price 40 gps, DC 20
Grasping bag: Range touch attack with range increment 20, DC Reflex 20, otherwise as Tanglefoot bag. Price 150, DC 25
Pinning bag: As above, DC Reflex 30. Price 250, DC 30
Tracer dust: 10ft radius, 20 ft range increment. Invisible or hiding creatures caught in the effect radius make a DC20 Ref save or have a -10 penalty to stealth and lose their concealment bonus. They still get their bonuses to attack against opponents.
Undead/shifter bane: Works like acid against undead/shifters. Same price and types as above.
Weapon blanches: As is, last 1 minute, double price.
What do you think?
Leaving aside my two biggest gripes (the fact that alchemists, due to the broken craft rules, almost never get to craft their own items, and that the infusion discovery should be standard), I find the existing alchemical items to be largely irrelevant. The PF design team seems to have as its mantra that no alchemical item should be near as powerful as a spell, and that they should be only relevant in the first three or so levels, while being overpriced at that. The only items reasonably priced are the antitoxin and the antiplague.
This attitude can be seen in all items. Take for example the weapon blanches. You pay 20gps and spent a full round action to make one (1) attack with your weapon. Really? I mean, really? Who in their right mind would ever use such a thing? Why not pay 50 gps and have it last a whole battle?
There is also the issue of the various dust spells. One would expect that the alchemist would have a spell in his repertoire to mimic faerie fire, glitter dust or even thunderstones and such. But no. The witch has it in its repertoire, the alchemist for some reason, no. This also needs to be amended.
Finally, there is the issue of scalability. Acid, alchemist fire and tanglefoot bags are nice for the first two or three levels. Why aren't there more powerful versions of these items? Since they are priced more or less like first level arcane spells (and do comparable damage), this should be our guideline.
With that in mind, I would like to propose some additions and modifications to the alchemical list. Things like stronger offensive alchemies and so on. I would like your opinions on their feasibility and applicability.
Fortified acid: Dmg 2d6, 20gp, DC 20
Fortified persistent acid: Dmg 2d6, 1d6 the next round, price 50 gp, DC 25
Distilled fortified acid: Dmg 3d6 , price 50 gp, DC 25
Aqua Regius: Dmg 3d6, 2d6 next round, 1d6 final round, price 125 gp, DC 30
(The above exist in alcahlic form and cost 20% more).
Pyrhic fire: Dmg 2d6, 2d6 the next round, price 60 gp, DC 25
Aetheric fire: Dmg 3d6, 2d6 the next round, 1d6 the last round, price 150 gp, DC 30
Hungry fire: Dmg 3d6 in a 10ft radius, splash damage an additional 5 ft, price 150 gp. DC 30
(The above also exist in alchemical cold)
Flashstone: Thrown as a ranged touch attack, Will 15 save or stunned for 1d4 rounds. Price 40 gps, DC 20
Grasping bag: Range touch attack with range increment 20, DC Reflex 20, otherwise as Tanglefoot bag. Price 150, DC 25
Pinning bag: As above, DC Reflex 30. Price 250, DC 30
Tracer dust: 10ft radius, 20 ft range increment. Invisible or hiding creatures caught in the effect radius make a DC20 Ref save or have a -10 penalty to stealth and lose their concealment bonus. They still get their bonuses to attack against opponents.
Undead/shifter bane: Works like acid against undead/shifters. Same price and types as above.
Weapon blanches: As is, last 1 minute, double price.
What do you think?