Alchemist, Artificer (4e Class Variant)
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|Work In Progress|
|“||Twas not just a homunculus that hath been wrought, but an odd mix of something like a bow and tonics which rendered the opposition all but burned and lame.||”|
|—Fayn Uyurin, Alchemyst Epics|
|Role: Controller. One who draws on arcane and alchemical formulae to inflict conditions on opponents|
|Power Source: Arcane. Tinkering with potions, tinctures, as well as weapon design leaves you with a higher sense of understanding of how to manipulate and augment yourself and the battlefield to your favor.|
|Key Abilities: Intelligence, Dexterity, Constitution|
|Armor Proficiencies: cloth, leather, hide|
|Weapon Proficiencies: simple and military ranged weapons, crossling, throwing hammer, spiked chain, alchemy weapons (you have a +2 to damage with weapons that have this property)|
|Implements: When you use an alchemist power that has the Implement keyword, you can add the bonus of your Weapons Jack weapon.|
|Bonus to Defense: +2 Reflex|
|Hit Points at 1st Level: 12 + Constitution score|
|Hit Points per Level Gained: 5|
|Healing Surges per Day: 6 + Constitution modifier|
|Trained Skills: Dungeoneering or Arcana. From the class skills list below, choose 4 more trained skills at 1st level.|
Class Skills: Acrobatics (Dex), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis)
|Build Options: Tactical alchemical weaponmaster, trickster alchemist|
|Class Features: Synthesis, Formulae|
Creating an Alchemist
Generally, there are two kinds of alchemists: tactical and trickster.
- Tactical Alchemical Weaponmaster
Tactical means maneuvering as needed to ensure the best outcome in a battle for you. This means shifting roles and supporting heavy hitters as well as making some headway yourself sometimes.
- Suggested Feat: Attack Recharge
- Suggested Skills: Dungeoneering, History, Diplomacy
- Suggested At-Will Powers: transmute length, resourceful cycle
- Suggested Encounter Power: battle step
- Suggested Daily Power: calculation
- Trickster Alchemist
The trickster alchemist is one who toys with opponents, dealing them conditions and debilitating them while staying clear of direct line of fire. They are wily and great at supporting front liners.
- Suggested Feat: Master of Poisons
- Suggested Skills: Acrobatics, Streetwise, Thievery
- Suggested At-Will Powers: jarring strike, potion of elements
- Suggested Encounter Power: mind warp
- Suggested Daily Power: weapon burst
- Ability Scores
Your Intelligence is your primary means of survival, followed by Dexterity, making you a paragon of reflexes. Constitution is a tertiary stat that remains important for prolonging survival.
Alchemists benefit from feats that augment their ability with weaponry to increase their damage and effectiveness on the battlefield. As you gain levels in this class, you will eventually become specialized in certain weapons, so weapon-specific feats may come in handy. Alchemy feats definitely are needed to craft materials for use, and feats that augment them as well are also appreciated, like the Alchemy and Creation Mastery feats. There is a custom feat for this class that is an example of an enhancement to using alchemical items detailed in the Feats section below. Initiative boosting feats help ensure they can set the field for allies before opponents can act. And you'll probably want some enhancers for survivability since this capitalizes so much on reflex that it neglects will.
Alchemical weaponmasters need to start out well equipped to be able to do much of anything from lower levels forth. Simple light armors will suffice, like cloth. If you're willing to splurge and get leather, be sure to have enough left over for some alchemical reagents and, of course, weapons you can capitalize on. Weapons for your use will generally be beneficial if they are ranged, so you can keep some safe distance away from heavy battles and whittle away at opponents. Special kinds of weapons that capitalize on your use of alchemical concoctions are a bonus, which are homebrew mostly. Weapons for the weaponmaster are their arcane implements. You do also need an alchemy implement. But you hopefully never need to spend too much thought on that thanks to the option below:
You can spend 75 gp (or 75% of your starting gold if you do not use the amount given in the PHB) to start off with a either a crossling, which is a hybrid of a crossbow and a sling or a alchemist bow. These two options are considered alchemy implements in addition to arcane implement if you use them.
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You must choose the "Dragoon" fighter path to gain all of the following features. You cannot simply choose some of the features as new additions to the fighter, but instead are given these powers by choosing the path. You use all of the same fighter encounter, utility and daily powers, but must use the described class features. You can choose at-will powers from the fighter class in addition to the newer at-wills presented. It's important to bear in mind that some fighter abilities allow you to mark or focus on defender oriented abilities; for encounter and daily purposes, you can mark, which gives you secondary defender abilities, much like how the paladin has secondary healing abilities. You are of course still predominately a controller.
You can twist and make objects into tools you need at the moment. Nothing is out of the question.
Benefit: By spending 1 hour of meditation with a nonmagical object that fits within a 1-foot cube, you turn it into any nonmagical, one-handed, simple weapon of your choice. At 16th level, you can make military weapons.
The deadliness in your expertise lies in augmenting creatures and objects beyond their normal potential. At the end of an extended rest, you can create up to five booster enhancements that last until the end of the next extended rest. At 16th level, you can create 10 enhancements. These enhancements count as alchemical items.
The effect of a booster enhancement is determined at the time of use, not at the time of creation. When you use a booster enhance power, this expends one of the enhancements created during the last extended rest.
Level 1: At-Will Powers
An alchemical weaponmaster's powers are called spells, drawing from the arcane power source. Like the artificer, they are able to utilize the arcane properties of formulas in various chemical mediums. But this class can also use some martial exploits, focusing on training the body to perform great feats. The list for these powers is here.
The introduction of the alchemical weaponmaster also introduces a new keyword: Alchemy.
This is an optional tack-on specification of the arcane keyword. It is applicable only to this class but is more flavor than actual mechanics. It refers to the use of manmade arcane products like elixirs and potions as opposed to just spells, and also feats of transmutation like in "Fullmetal Alchemist." The keyword concerns the following alchemical categories:
- Oil: Applied to other objects (typically weapons), granting them temporary properties or powers.
- Volatile: Explodes or expands when the vial is shattered or broken, often dealing damage of a specific type.
- Curative: These items aid in healing or in overcoming adverse and debilitating effects.
- Poison: A toxin that hampers or harms a creature
- Other: Some items do not fit into the other alchemical categories.
- Official Feats
- Creation MasteryDragon405
- Alchemical Weaponmaster Feats
|Alchemist Sniper||You gain greater expertise in your usage of alchemical weapons on a new way.|
- Other Feats
- Adventurer's Vault, p.21
- Dragon 405