Class: The Alchemist

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IGTN
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Class: The Alchemist

Post by IGTN »

Alchemist
"Sorry. Here, take this potion with every meal, three times daily, and you should be back to your normal self in no time."
"Ribbit"


The Alchemist learns the secrets of magic through the combination of rare components, rather than by actually casting spells. As their art is not entirely suitable for combat, adventuring alchemists often rely on a good deal of trickery and positioning to allow themselves to use their creations properly.

Playing an Alchemist: As an Alchemist, you have a niche somewhere between a wizard and a rogue. Your damage abilities are potent and cheap to use, making them an excellent fallback option, but where you really shine is in your ability to set enemies up for you and your buddies to kill them.

Races: Alchemists arise in practically any race that commonly produces its own goods, and even a few that don't. Alchemists generally live outside of the societies that support them, or in less dense societies, though, due to the dangers of alchemy. A good many alchemists are gnomes, due to the race's natural talent. Among the savage humanoids, Goblins take naturally to Alchemy and so produce a disproportionate number of Alchemists, and many orc tribes have a halfbreed alchemist member, never fully accepted but always needed.

Starting Gold: 6d6x10 gp (210 gp)

Starting Age: As Wizard

Hit Die: d6
Class Skills: The Alchemist's class skills are Appraise (Int), Concentration (Con), Craft (Int)*, Decipher Script (Int), Disable Device (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All skills, taken individually) (Int), Move Silently (Dex), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills/Level: 4 + Intelligence Modifier and See Class Features
BAB: Average (3/4). Saves: Fort: Good, Reflex: Good, Will: Poor

Level, Benefit
1 Alchemical Practice, Brew Potion, Spell List
2 Alchemist's Tricks, Alchemist's Secret, Alchemical Sneak Attack +1d6
3 For Personal Use, Laboratory Testing
4 Alchemist's Secret, Superior Alchemy
5 Alchemical Sneak Attack +2d6
6 Oils and Elixirs, Alchemic Aura
7 Crafting Prodigy
8 Philosopher's Stone, Alchemical Sneak Attack +3d6
9 Alchemist's Secret
10 Create Permanent Items, Alchemical Sneak Attack +4d6
11 Masterful Alchemy
12 Intent to Distribute, Alchemical Sneak Attack +5d6
13 Knowledge of the Stone
14 Alchemist's Secret, Alchemical Sneak Attack +6d6
15
16 Alchemical Sneak Attack +7d6
17
18 Alchemical Sneak Attack +8d6
19 Alchemist's Secret
20 Immortality, Alchemical Sneak Attack +9d6

Weapon and Armor Proficiencies: An Alchemist is proficient in all simple weapons and light armor.

Alchemical Practice: An Alchemist gains 4 ranks in an appropriate skill at 1st level and one every level thereafter. If this would put her over her maximum ranks in the skill, excess skill points are refunded.
If Craft skills are split up, the appropriate skill is Craft (Alchemy). If they are combined (as preferred by Tome rules), the appropriate skill is Craft. If Alchemy is treated as a separate skill from Craft, then the appropriate skill is Alchemy (and is a class skill for Alchemists). Naturally, the Alchemist can use this skill as if they had casting ability, should that be a requirement.

Brew Potion: At 1st level, the Alchemist gains the Brew Potion feat as a bonus feat. If there are normally EXP costs to brewing potions, the Alchemist waives them.

Alchemical Sneak Attack: This behaves identically to the Rogue's Sneak Attack class feature, but only applies with grenadelike weapons and alchemical items (e.g. Acid, Alchemist's Fire, and Bombs of Enervation). Beneficial items cannot benefit from sneak attack; harmful item sneak attacks always only add damage, and only apply provided a damage type can be convincingly matched to the spell (a Grease bomb would not do damage on a sneak attack, but a Ray of Enfeeblement bomb would do Negative Energy damage).

Spell List: An Alchemist has access to a spell list. All spells on this spell list can be cast at-will, but only to satisfy crafting prerequisites. An alchemist can access the same spell levels as an equally-leveled Wizard. An Alchemist's caster level is equal to her class level. An alchemist may not make scrolls.

Alchemist's Tricks: At 2nd level, an Alchemist learns to create two new varieties of spell-storing item:
Bomb: A Bomb is a flask of liquid that contains a spell effect with at least close range. The spell must have an area or an effect, not a target. Preparing and throwing the bomb is a standard action, like using a potion; it is a grenadelike weapon with a range increment of 10 feet. The spell takes effect as though the thrower cast it, targeted where it lands. A Bomb of up to a 3rd-level spell is priced as a potion.
Weapon Resin: A Weapon Resin is a vial of liquid that can be applied to a manufactured or natural melee weapon. It contains a spell with a range of Touch or greater. When it is applied, the spell charge becomes held by the creature or weapon it is applied to; it may be delivered with a melee touch attack or a melee attack, as normal.
Alchemical Sneak Attack can be used with bombs (even bombs of area spells, but only for the target directly hit) and spells being delivered by Resin.

Alchemists' Secret: At 2nd level, and again at 4th, 9th, 14th, and 19th levels, an Alchemist learns the secret to binding a set of spells alchmically, adding a group of spells to her spell list. See the Secret List, below.

In order to use secrets, the Alchemist must keep notes and have access to them. These notes are typically about one page per class level per secret (they may be kept separately or together). Unlike a spellbook, an alchemist's notes can be written on normal paper in normal ink, and can be copied by any who understand them freely. If she loses her notes, the Alchemist can re-create them with a day's research work per secret.

Understanding another Alchemist's notes requires successful skill checks on at least two of the following skills: Craft (or Alchemy), Decipher Script, Knowledge (Arcana), and Spellcraft, against DC 20 + the level that the Alchemist whose notes are being read had when she last had those notes. If she fails, the Alchemist must gain a level before trying again. Once this is done, the Alchemist using the notes gains a +2 competence bonus to saves against the writer's alchemical items and spells per secret taken. This bonus lasts one week, and can be regained by reviewing the stolen notes for one hour/secret; it does not apply if the writer is at least four levels higher than she was when she wrote the stolen notes.

Additionally, an Alchemist can use another's notes (if understood) to create potions. The Alchemist using the other's notes may craft as though she knew most of the spells that those Secrets granted to the other Alchemist, to a limit of her own level. If the note writer is higher level than the Alchemist using the notes, then the notes may be used to grant every spell except for the highest-level spell in that secret that the note-user would have access to. If the note writer is lower-level, then it grants access to every spell in that secret that the writer had access to, except for the highest level among them.

For Personal Use: An Alchemist of 3rd level can create a limited number of potions, bombs, and weapon resins for personal use. Such items can be crafted from common materials for no cost (except for spell components, if any). She may have one containing her highest castable level of spells, and up to 3 for all other levels, at any one time. Only she may use these items; they do not work in the hands of any other. A full set of these items can be crafted in eight hours, only two of which require active work (at the beginning and end).

Additionally, when the Alchemist uses a Bomb or Weapon Resin, it uses her Intelligence modifier to set its save DC, not the minimum possible.

Laboratory Testing: Once per day, an Alchemist of at least 3rd level can cast Identify as a spell-like ability, caster level = class level. This requires the normal casting time and access to an alchemical lab as a focus.

Superior Alchemy: An Alchemist of 4th level may multiply the costs of any mundane alchemical item she makes by 4 to improve it. Additionally, she may brew two potions, bombs, or weapon resins in a day. Grenadelike weapons, such as Alchemist's Fire and Acid, do double damage if improved in this way. Such items also deal 1d4 points of splash damage if they normally deal 1.
Tanglefoot Bags crafted in this manner have a save DC of 10 + 1/2 Alchemist level + the creator's Intelligence modifier; their Strength DC is the same as their save DC + 2, and their Concentration DC is 10 + Alchemist level + Int modifier, and its duration doubles. Scraping it off requires doing at least 10 points of damage per Alchemist level.
Thunderstones use the same DC as a Tanglefoot Bag.

Oils and Elixirs: An Alchemist of 6th level gains a limited form of the Craft Wondrous Item feat. She may single-use liquid wondrous items as though she had the Craft Wondrous Item feat (she must meet all other prerequisites). Such items include all Elixirs, Sovereign Glue, and Universal Solvent.

Alchemic Aura: An alchemist of 6th level or higher can share the effects of potions with multiple targets. When she does so, she may designate the spell's additional targets (she must always be targeted). The spell in question must have multiple targets, and all additional targets must be valid targets (i.e., in range of the Alchemist). For example, she can drink a Potion of Bless and share its effects with her party.

Crafting Prodigy: An Alchemist of 7th level can brew Potions, Bombs, and Weapon Resins of spells higher than 3rd level (continuing the standard potion pricing scheme). Their components may not be purchased for gold or created with Wish, although they may be purchased for very weak souls, very small amounts of Concentration or Hope, or in large quantities for Raw Chaos. Otherwise they follow standard pricing. Such items may be crafted For Personal Use, in which case the components for 4th-level through 6th-level potions are free, but the components for 7th-level and higher potions have their normal price (but may be created with Wish or purchased for gold).

Philosopher's Stone: At 8th level, the Alchemist discovers the secret of the Philosopher's Stone. Once she has created the stone (which takes a day and access to alchemical supplies, but has no associated cost), she no longer suffers penalties for aging (bonuses still accrue), lives to twice her normal lifespan, and may use the stone to to convert lead into gold, worth up to 200 gp/level/day (this is a full day's work for the alchemist). A Philosopher's Stone is nonfunctional in any hands other than those of an Alchemist of at least 8th level. However, they have been known to, when stolen by a character of at least 7th level, transmute that character into an 8th-level Alchemist.

Create Permanent Items: An Alchemist of 10th level gains the Craft Wondrous Item and Craft Magic Arms and Armor feats for free. If she already has those feats, she instead gains one item creation feat of her choice (barring Scribe Scroll) for each of the two that she has.

Masterful Alchemy: An Alchemist of 11th level can use the Philosopher's Stone to create basic Alchemist's Fire and Acid that do 3 times normal damage, and full normal damage as splash damage.

Additionally, she may craft as many Potions, Bombs, or Resins of up to 3rd level as she pleases in a single day, or up to four of a higher level.

Intent to Distribute: An Alchemist of 12th level can have up to 2 items of her highest level spells and either three items of her second highest level or 2 of her second highest level and 3 of any lower level created at any given time using For Personal Use. Additionally, as an immediate action, she may allow any one other creature within 30' that can see and hear her to use items she has created For Personal Use for one round.

Knowledge of the Stone: An Alchemist of 13th level gains the ability to use her philosopher's stone more efficiently, making up 1500 gp/level/day and increasing her lifespan to four times its original length. Additionally, in lieu of using it for anything else that day, she may use her Philosopher's Stone to transmute herself or the world as a standard action, granting herself one Wish (spell-like ability). She may only use this for Power, Transport, or for a spell of up to one level lower than her highest available level from her list or the Wizard/Sorcerer spell list. If she expends EXP appropriately, she may make any of the wishes that aren't free, transmuting a magic item into a better item, a corpse into a living person, or the entire world into a more suitable world. This is useable once/day.

Immortality: An Alchemist of 20th level masters their Philosopher's Stone. Such an alchemist will never die of old age. Additionally, she may make up to 100,000 GP worth of gold, or make 3 wishes, per day, using her Philosopher's Stone.

Alchemist Spell List
0-level: Arcane Mark, Light, Mending, Resistance, Touch of Fatigue
1st level: Alarm, Bless Water, Cure Light Wounds, Curse Water, Endure Elements, Enlarge Person, Grease, Inflict Light Wounds, Jump, Magic Weapon, Reduce Person, True Strike
2nd level: Arcane Lock, Blindness/Deafness, Bear's Endurance, Bull's Strength, Cat's Grace, Continual Flame, Cure Moderate Wounds, Darkvision, Eagle's Splendor, Fox's Cunning, False Life, Find Traps, Inflict Moderate Wounds, Invisibility, Lesser Restoration, Levitate, Make Whole, Owl's Wisdom, Resist Energy, See Invisibility, Spider Climb
3rd level: Blink, Cure Serious Wounds, Dispel Magic, Explosive Runes, Fireball, Fly, Gaseous Form, Greater Magic Weapon, Haste, Inflict Serious Wounds, Keen Edge, Neutralize Poison, Poison, Protection from Energy, Rage, Remove Curse, Remove Disease, Slow, Suggestion, Water Breathing
4th level: Bestow Curse, Cure Critical Wounds, Death Ward, Dimensional Anchor, Fire Shield, Fire Trap, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Polymorph, Restoration, Stoneskin
5th level: Animal Growth, Baleful Polymorph, Break Enchantment, Passwall, Raise Dead, Spell Resistance, Transmute Mud to Rock, Transmute Rock to Mud
6th level: Animate Objects, Disintegrate, Flesh to Stone, Greater Dispel Magic, Harm, Heal, Stone to Flesh
7th level: Ethereal Jaunt, Finger of Death, Regenerate, Sequester, Wind Walk
8th level: Binding, Clone, Dimensional Lock, Iron Body, Polymorph any Object, Protection from Spells, Temporal Stasis
9th level: Freedom, Imprisonment, Meteor Swarm, Shapechange

Alchemist Secret List:
Secret of Ash: 1st - Lesser Fire Breath (As Burning Hands). 2nd - Flaming Sphere. 4th - Wall of Fire. 5th - Cloudkill, Fire Breath (as Cone of Cold, but fire damage). 7th - Waves of Exhaustion. 9th - Greater Fire Breath.
When casting a spell from the Fire Breath line, the caster gains a breath weapon that behaves as the indicated spell, and must be used as a free action after the spell is cast (for an alchemist, these are made into potions). Greater Fire Breath behaves as Fire Breath, but it uses d8s as its damage die with no cap and adds an Acid Fog effect centered anywhere in the cone (this also does fire damage).
Secret of Deception: 1st - Disguise Self. 2nd - Alter Self. 3rd - Illusory Script. 5th - Persistant Image. 6th - Permanent Image. 7th - Simulacrum. 8th - Screen.
The item created for Illusory Script is properly called Ink of Illusory Script. It behaves as expected for an oil, except that it must be applied with a pen.
Self-targeted spells known due to the Secret of Deception may be made into potions despite their range. Creating a simulacrum counts as crafting (the Alchemist need not first bind the Simulacrum spell into a potion, then create one).
Secret of the Emotion:: 1st - Charm Person. 2nd - Detect Thoughts. 3rd - Rage, Suggestion. 4th - Charm Monster. 5th - Dominate Person. 6th - Geas/Quest. 8th - Antipathy, Sympathy. 9th - Dominate Monster.
Secret of the Eyes: 1st - Detect Snares and Pits. 2nd - Detect Thoughts. 3rd - Arcane Sight. 4th - Detect Scrying, Scrying*. 6th - True Seeing. 7th - Greater Arcane Sight. 9th - Foresight
Alchemists who know the Secret of the Eyes may cast Scrying once per day at 7th level when not crafting, plus once per day per two additional levels (once per day for an Alchemist of at least 11th level if they only have notes to use). This behaves as the arcane spell. Alchemical items of Scrying are typically useless, but can be created.
Secret of Hallucination: 1st - Hypnotism. 2nd - Hideous Laughter. 4th - Confusion. 5th - Mind Fog. 6th - Feeblemind. 7th - Insanity. 8th - Irresistable Dance. 9th - Weird.
Secret of Ice: 1st - Polar Ray. 2nd - Glitterdust. 3rd - Cone of Cold. 4th - Ice Storm. 5th - Wall of Ice. 7th - Delayed Blast Coldball, Simulacrum (see Deception). 9th - Mass Hold Monster (Area: 15' radius burst instead of targeted, paralysis instead of Hold, fortitude instead of will save)
Secret of Light:[/i] 0 - Flare. 2nd - Color Spray. 3rd - Daylight. 4th - Invisibility Purge. 6th - Undeath to Death. 7th - Sunbeam. 8th - Sunburst. 9th - Prismatic Sphere.
Prismatic Sphere can be made into a potion; it behaves as though the imbiber cast the spell.
Secret of Lightning: 1st - Shocking Grasp. 2nd - Elecric Ray (as Scorching Ray). 3rd - Lightning Bolt. 5th - Call Lightning Storm. 6th - Chain Lightning. 7th - Control Weather. 9th - Storm of Vengeance.
Potions of Call Lightning Storm can be created by Alchemists. They behave as though the imbiber cast the spell.
Secret of Mist: 1st - Fog Cloud. 3rd - Stinking Cloud. 4th - Solid Fog. 5th - Cloudkill. 6th - Acid Fog. 8th - Incendiary Cloud
Secret of Mortality: 1st - Ray of Enfeeblement. 2nd - Ghoul Touch. 3rd - Ray of Exhaustion. 4th - Enervation. 5th - Waves of Fatigue. 6th - Eyebite. 7th - Waves of Exhaustion. 9th - Energy Drain.
Secret of Plants: 1st - Entangle. 2nd - Barkskin. 3rd - Diminish Plants, Plant Growth. 4th - Antiplant Shell. 6th - Ironwood. 7th - Transmute Metal to Wood. 9th - Shambler.
Secret of Protection: 1st - Protection From Chaos/Evil/Good/Law. 2nd - Protection from Arrows. 3rd - Magic Circle against Chaos/Evil/Good/Law. 4th - Lesser Globe of Invulnerability. 5th - Spell Immunity. 6th - Globe of Invulnerability. 7th - Spell Turning. 8th - Mind Blank.
Magic Circle cannot be made into a bomb; Oil of Magic Circle can be made, and must be painted onto the ground.
Secret of Shadow: 1st - Cause Fear. 2nd - Blur. 3rd - Deeper Darkness. 4th - Shadow Conjuration. 5th - Shadow Evocation. 6th - Shadow Walk. 7th - Greater Shadow Conjuration. 8th - Greater Shadow Evocation. 9th - Shades
Secret of Summoning: Nth - Summon Monster N. 2nd - Summon Swarm. 4th - Dismissal. 5th - Lesser Planar Binding. 6th - Planar Binding. 7th - Banishment. 8th - Greater Planar Binding
Secret of Unlife: 1st - Chill Touch. 2nd - Command Undead. 3rd - Animate Dead. 4th - Desecrate. 6th - Create Undead. 8th - Create Greater Undead. 9th - Soul Bind.
Secret of Winds: 1st - Longstrider. 2nd - Gust of Wind. 3rd - Wind Wall. 4th - Air Walk. 6th - Control Winds. 8th - Whirlwind. 9th - Wail of the Banshee.

--
The Spell List and Secrets List aren't complete; in general, the Spell List is supposed to be a general listing of Wizard/Sorcerer spells that any Alchemist should have with a few Cleric spells on it, and the Secret list allows an Alchemist to specialize and diversify. Also, I'm worried that the Alchemist's ability to leave the Gold Economy behind is a bit late for a class so dependent on gold-economy level disposable items.

I may also want to delay Alchemical Sneak Attack a level, so that the Alchemist gets Sneak Attack improvement and better spells on alternate levels, then move some other abilities around to eliminate dead levels.

The only reason that the Alchemist doesn't get to dodge natural death until level 20 is because I wanted something cool for the capstone; keeping the three wishes at 20 and moving the immortality lower in level is fully workable, depending on how easy we want this road to immortality to be.

Change: Skill points dropped from 6 to 4 points/level
Spell list extended (including lower levels). Identify removed (needs a way to be put back in).

Added: Secrets of Light, Plants, Wind. Re-arranged some core abilities, cut down on Sneak Attack. Spell list extended, many secrets changed. Clarified some abilities and changed Bombs and Weapon Resins a bit. Hit die dropped to d6.

Added: Secrets of Ash, Emotion, Ice, Shadow. Added 9th-level spells to several Secrets. Added Laboratory Testing, and tweaked For Personal Use.
Last edited by IGTN on Mon Jun 15, 2009 2:04 am, edited 10 times in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

I like the idea and the class a lot. The sneak attack might be a bit much, though: the rogue really has nothing on this guy (ignoring epic feats at 10th level).

I'd probably make them keep a "recipe book", which could be deciphered or copied from with an Alchemy/Craft check.
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Post by IGTN »

I did want to enable the trope stealing an alchemist's notes, but I wasn't sure how to implement it. I'll think about how I can put a kind of spellbook in. I want the Alchemist to have access to a wide variety of spells, so limiting them to a section of their spell list (which is already a subset of the Wizard spell list) might be a bit much.

I've actually got two contradictory desires for their notes. On the one hand, I want stealing an Alchemist's notes and handing them to your Alchemist to give your Alchemist some of the other guy's power. On the other hand, I don't want Alchemists to be able to learn all the Secrets by swapping notes, I don't want losing your notes to cost you a class feature for very long (you should know enough that you can repeat your experiments and derivations easily to get them back, given some time to work), and I don't want to do something retarded like require that alchemical notes be written in an ink made out of Concentration.

I also had some trouble thinking of interesting abilities for the Alchemist to get at higher levels; making liquid spells and throwing them at things is what the alchemist does, and there aren't a whole lot of ways to make that interesting that the Alchemist doesn't need or shouldn't get at low level.

I was also thinking of working some kind of Hyde Formula into the class, but couldn't figure out how (unless I put Divine Power or Tenser's Transformation onto the spell list, but that seems like an easy way out)

Moving on to the more serious balance criticism:
The Rogue gets melee/shortbow sneak attack (melee, though, is a bad idea once the rogue has enough money to afford a Ring of Blinking or similar, and shortbow is inferior to acid), face skills as class skills, 2 more skill points (1 if you count the Alchemical Practice, and the Alchemist probably has a better Int, so less than that), search as a class skill, trapfinding, and mobility skills as class skills (Tumble is nice).

I should probably drop the Alchemist to 4 skill points/level; they have more than it looks like they have, since most of their skills and what few abilities they have that use ability scores all key off Int. I could slow the sneak attack progression, too; it's there so that the Alchemist has damage ability. Maybe matching it to the Thief-Acrobat's, or a similar progression, is a better idea.
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CatharzGodfoot
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Post by CatharzGodfoot »

You could implement the notes with 'Secrets': gain an alchemist's notes, gain her secrets. If you loose your own notes, you can re-create them with a day in the lab. If you loose someone else's notes, you're fucked.
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Post by IGTN »

I suppose. I don't really want Alchemists to be able to get access to all of the Secrets, but, with limitations on what you can do with notes, I suppose it's not that bad. I'll write that in when I next update the class.
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Post by Ice9 »

Possible idea for secrets: By stealing the notes, you can learn their secrets, but with significant difficulty - maybe each spell takes a level to learn (not removes a level, but you have to be studying it for the majority of that level). So even having dozen of other alchemists' notes, you're not massively increasing your spell list.

Also, you get a significant advantage against any alchemist whose notes you study - something like always being able to identify their work, bonus to saves against it, large bonus to dispel it, and can craft items to be extra effective against them. So there's a disincentive to trade notes with anyone you don't trust completely.
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Post by SunTzuWarmaster »

I like the idea of giving them the whole wizard list, but having it take 2 hours to craft the notes for a spell the first time you use it.

In this manner, given 2 hours + crafting time, they can whip out any wizard spell, but most of the time they are limitted to the ones that they have previously selected. Then, stealing notes saves the competition alchemist that initial 2 hours (for each spell they gain).

Recreating is another 2 hours, so losing the notes is a big deal (weeks or months worth of work), but they'll have their old standards back in a jiffy.
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Post by IGTN »

I've filled out the spell list and made a bunch of changes to the class, including a reduced hit die, delayed sneak attack progression, took out Secret of the Stone (since it was just "you can make even more gold that you don't care about) and added a couple more low-end abilities.
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Post by koz »

This looks much better now. I would say that you've improved it significantly by those changes you made, however minor. Good job!
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