Ultimate Alchemist May 14, 2011 at 6:02 pm
There is some really nice stuff for the alchemist in Ultimate Magic (and I think a bug or two). Overall I think it’s a great follow up to a really fun class. I’m not going to dig into every single new option but these are the bits that stand out the most to me as interesting.
See all my Alchemist Resources
General Stuff
Discoveries
Arms and Parasitic Twins – Ooo fun stuff. Having an extra limb can often save you actions. It’s also nice so you can use a buckler without taking the penalty to your attacks Nice! The benfits of the twin are pretty cool but I’m not sure it’s worth taking this three times to get them.
Cognatogen – It’s like mutagens but for brains! Great for mid-high level bombers, slightly higher bomb damage, and +2 to DCs is golden. Greater and Grand Cognatogens are less exciting.
Zombies – Yet another option that takes the class in a whole new direction. I might have a whole article on this, too much to say in this post.
Simulacrumania! – It costs 2 discoveries but at 10th level you get the ability to craft a simulacra of himself and project his consciousness into it… I’m still trying to figure out exactly what you could do with this, you have half hit points and half your level but since extracts are made in advance it seems you could use all your extracts. I think bombs would be out of the question though. My feeling here is this is perfect for scouting or similar things but not as a true clone that can replace you. Definitely opens up some new interesting ideas for the class. (And really nasty options for a GM creating NPCs)
Spontaneous Healing – It’s like having a bunch more hit points, and being immune to bleeding. Automatically kicking in when you lose consciousness is gravy. Combine this with Lingering Spirit and you are quite difficult to kill.
Tumor Familiar – It’s like 2 bonus feats plus gravy. Particularly interesting if you take the Infuse Extracts discovery.
Archtypes
Wow… the archetypes really branch out here and there are tons of options and combinations. You can now build an all alchemist party and have no two characters filling the same general party role. Artillerty, Controller, Debuffer, Buffer, Melee Brute, Striker…
My 10 word or less description of the various archetypes:
Chirurgeon – Healing stuff in exchange for Poison Use
Clone Master – Wimpy bombs, Make clones and Simulacra, never die.
Internal Alchemist – Cool breath holding suspended animation stuff. Combines with nearly everything.
Mind Chemist – Cognatogens = Brain Mutagens. Plus some Knowledge Stuff.
Preservationist – Little animals in bottles (Summon Natures Ally). Pokemist? Alchemon?
Psychonaut – Diviner/ mind-walker Alchemist.
Reanimator – Braaaains! Yep… this is the zombie maker alchemist
Vivisectionist – Sneak attack sort of makes this the go-to archetype for Mr. Hyde.
Archetype Permutations
It looks like some care was taken to make the Alchemist Archtypes compatible with each other where appropriate. The following is a list of all the valid permutations of the various archetypes…. I highlighted my favorites.
Chirurgeon, Internal Alchemist
Chirurgeon, Internal Alchemist, Vivisectionist
Chirurgeon, Reanimator
Chirurgeon, Vivisectionist
Clone Master, Internal Alchemist
Internal Alchemist, Preservationist
Internal Alchemist, Preservationist, Reanimator
Internal Alchemist, Preservationist, Vivisectionist
Internal Alchemist, Psychonaut
Internal Alchemist, Vivisectionist
Preservationist, Reanimator
Preservationist, Vivisectionist
My 10 words or less assessment of the new bombs:
Blinding Bomb/ Sunlight Bomb – Decent, really good in an undead heavy game.
Confusing Bomb – With a Will save to avoid, it’s good; Without, ridiculously good. (thread in the forums)
Plague Bomb – Pick your disease vector, mass ability score debuff.
Strafe Bomb – Change bomb splash area to a line.
Tanglefoot bomb – Freeze ground critters in place and Ground fliers.. very nice
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