Alchemist, Artificer (4e Class Variant)
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Alchemist[edit]
“ | 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 |
Class Traits |
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 tome or weapon with which you are proficient. |
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: Alchemist |
Class Features: Alchemical Synthesis, Arcane Formulae, Arms Augmentation, Potions Brewer |
Creating an Alchemist[edit]
Alchemists pride themselves in knowing formula, much like a wizard. Their ingenuity and flexibility are what define them. However, they are not so fancy-schmancy like a typical artificer starting out, nor are they so inclined to go by the books like a wizard. Alchemists utilize raw elements and figure out their compositions to deconstruct, reconstruct, and reconstitute new and amazing forms based on stricter rules, akin to that of a science of magical chemicals. Alchemy is also a type of practice that, unlike artificers, focuses more on controlling, like how wizards use a myriad of spells to hamper enemies. However, the methods and formulas they use, as well as equipment, make them more akin to artificers than wizards. Alchemists qualify as artificers for the purpose of meeting prerequisites of feats, paragon paths, and epic desitines.
- Ability Scores
Because so much of their power comes from thinking on their feet and thinking in general, as well as memorizing, alchemists focus on their intelligence. Their dexterity comes second, allowing them to survive in the field longer so they can better assess the situation's needs. Constitution is a bit obvious, but they need the extra help to dabble in their arts as it is. Many alchemists develop strong constitutions to withstand their own poisons and the occasional experiment blowing up in their face.
- Feats
Artificers focus on buffing allies and providing healing while being quite robust and elusive. Alchemists are similar, as they do share some buff abilities. However, their ultimate focus is on nerfing, debuffing, and mitigating the potential of enemies. Using alchemical materials thematically use up a good deal of resources, so the ability to recharge is invaluable. A feat like attack recharge is recommended. Something like crossbow caster[1] is also recommended so as to have a casting implement ready at all times in battle, without needing to swap to a non-weapon. This feat is highly optional since, as an alchemist, you can create alchemical weapons that serve as implements. The focus is to keep up usage per turn to pressure enemies, while maintaining a distance since you are not a defender. In the worst scenario, you can prepare for melee with a feat that allows you to better use ranged weapons at melee so you don't need to swap weapons.
- Equipment
While you do not have access to a lot of heavy armor, you do have ability reliance that helps with lightly armored defenses. Starting off with hide armor is the best choice, albeit with slight skill penalties. It is recommended you get a ranged weapon, even if it is two-handed. This is where using a weapon as an implement really comes in handy. The addition of the alchemy keywords to weapons will be useful in expanding this list of options.
Class Features[edit]
You must choose the "Alchemist" artificer path to gain all of the following features. You cannot simply choose some of the features as new additions to the artificer, but instead are given these powers by choosing the path. You use all of the same artificer encounter, utility and daily powers, but must use the described class features. You can choose at-will powers from the artificer class in addition to the newer at-wills presented. It's important to bear in mind that some artificer abilities allow you to heal or focus on leader oriented abilities. You are, of course, still predominately a controller.
Class Feature: Arms Alchemy[edit]
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.
Class Feature: Enhancer[edit]
The deadliness in your expertise lies in augmenting creatures and objects beyond their normal potential.
Benefit: 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[edit]
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.
Unique Abilities[edit]
The introduction of the alchemical weaponmaster also introduces a new keyword: Alchemy.
Alchemy[edit]
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.
Paragon Paths[edit]
Blood Alchemist[edit]
Brew Junkie[edit]
Alchemy Commander[edit]
Epic Destinies[edit]
Bile Archalchemist[edit]
Jackmaster[edit]
Feats[edit]
- Official Feats
- AlchemistEPG87
- Creation MasteryDragon405
- Alchemical Weaponmaster Feats
Name | Description |
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Alchemist Sniper | You gain greater expertise in your usage of alchemical weapons on a new way. |
Name | Description |
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Name | Description |
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- Other Feats
Back to Main Page → 4e Homebrew → Character Options → Class Variants
- ↑ Dragon Magazine 381, p. 61