Is it bad that when I think Alchemist, the first thing I think of is some man on his knees screaming to the heavens, "Why, why did I play God?!!" ... I may not be the best qualified to create this class...
What is an Alchemist exactly, I think he's very similar to an inventor, he wants to create things to better people, he wants to make the world a better place, but generally he does it through a more biological method than the inventor by creating concoctions and injections that can be used on himself and others that have perverse effects.
He also wouldn't be terribly worried if the experiment fails, so long as he gets some notes on it. As for what I want from the character, I want him to be a buff/debuff king, better at it than all the other characters, including the cleric, but I want to make him more than merely support, because quite frankly, support is rather boring. So we'll see what we can do.
- +3 Arcane, Dishonesty, Profession, (Heal?)
- Ability to use light armor, one-handed and ranged weapons
The reason Dishonesty is there is because I really think that Alchemists are almost like the snake-oil salesmen of the D&D world.
Now onto what makes the class special: potions, elixirs, all of it.
The Alchemist is based around two scores: Ambition and Science. Essentially, I think that the class is able to make a set number of potions per day, let's say his Science score, or double it? Playtesting will decide. Anyway, here's what he can do with his potions. Note: Effects of potions DO NOT stack. So one cannot simply pump ten doses of Miraculous Transhumanizer into a single person. Now, they can apply multiple different potions on the same person and the person will receive all the effects.
- Miraculous Transhumanizer - A drug that adds +2 to any one stat for one hour. This also changes any applicable stats. After the hour wears off, the user returns to normal and all expending uses, etc, are still expended.
- Panacea - A drug that grants +Alchemists Ambition Score HP to any player for an hour. This HP is temporary and therefore cannot be healed, etc. The temporary HP is what is lost first.
- Blood of the Ancestors - Gives +2 to attacks or defenses for one hour. After the hour the player is reduced to normal.
- Distilled Rage - Grants the "Barbarian Rage" ability to anyone given the drug. Effect lasts as long as the Alchemist's Ambition score.
- Elixir of Truth - Forces the user to answer truthfully to any question they're asked. (Note: they cannot outright lie, however they can purposely not tell the full story, etc.) Effects last for an hour. The user does not realize they've been drugged, unless they are explicitly told.
- Love Potion - Forces the user to become charmed by the first humanoid being they see. Effects last for an hour. User does not realize they've been drugged unless they are explicitly told.
- Poisons - The Alchemist can also make poisons that can be placed into food/coated on weapons/ingested in any way.
- Poison of Weakness - A drug that adds -2 to any stat for one hour
- Bottled Disease - A drug that causes the person to lose the Alchemist's Ambition Score HP for an hour.
- Poison of Confusion - -2 to attacks or defenses for one hour
- Angel's Kiss - Knocks person unconscious for an hour
- Antidote - If the Alchemist becomes poisoned, he can use one use of a potion/poison to completely get rid of all negative poison effects
Now the Alchemist can add some punch to his potions in the following ways:
- Double Dosage - Draw a card, if 6-10, the potion/poison does double effect. If 1-5 does the opposite of it's affect
- Triple Dosage - Draw a card, if 6-10, the potion/poison does quadruple effect. If 1-5, if a potion, it kills the user (0 HP), if a poison, it does double the opposite effect.
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