Alchemist: Difference between revisions
1d4chan>A Walrus No edit summary |
|||
Line 1: | Line 1: | ||
'''Alchemists''' were early chemists who worked in the medieval and early modern periods (and a few even survived into the Age of Enlightenment; Newton in particular is sometimes mocked for believing in alchemy). Like modern chemists, they thought matter followed specific rules and would reliably change at different heats, proportions, etc. ''Unlike'' modern chemists their rules were rather... derpy. They thought, for instance, that examining an object physically would reveal its ''internal'' properties, and spent lots of time in chemically useless pursuits like trying to find [[Spelljammer|phlogiston]], an imaginary chemical that was responsible for combustion, or, most famously, trying to turn lead into gold. A similarly-derpy tradition in Asia revolved around making various potions, most notably their quest for the legendary elixir of immortality which mostly yielded a plethora of potions of mortality, since they thought the primary ingredient was the highly-toxic element of mercury. Nonetheless they did stumble upon a few useful ideas, like [[firearm|gunpowder]]. | '''Alchemists''' were early chemists who worked in the medieval and early modern periods (and a few even survived into the Age of Enlightenment; Newton in particular is sometimes mocked for believing in alchemy) in Europe and the Islamic World. Like modern chemists, they thought matter followed specific rules and would reliably change at different heats, proportions, etc. ''Unlike'' modern chemists their rules were rather... derpy. They thought, for instance, that examining an object physically would reveal its ''internal'' properties, and spent lots of time in chemically useless pursuits like trying to find [[Spelljammer|phlogiston]], an imaginary chemical that was responsible for combustion, or, most famously, trying to turn lead into gold. A similarly-derpy tradition in Asia revolved around making various potions, most notably their quest for the legendary elixir of immortality which mostly yielded a plethora of potions of mortality, since they thought the primary ingredient was the highly-toxic element of mercury. Nonetheless they did stumble upon a few useful ideas, like [[firearm|gunpowder]]. | ||
In the modern age, they're generally thought of as bumbling primitives at best and devious charlatans at worst, but they played an important role in keeping science alive in an age where research wasn't much of a thing and providing by accident some useful information for chemists. | In the modern age, they're generally thought of as bumbling primitives at best and devious charlatans at worst, but they played an important role in keeping science alive in an age where research wasn't much of a thing and providing by accident some useful information for chemists. |
Revision as of 16:09, 14 September 2018
Alchemists were early chemists who worked in the medieval and early modern periods (and a few even survived into the Age of Enlightenment; Newton in particular is sometimes mocked for believing in alchemy) in Europe and the Islamic World. Like modern chemists, they thought matter followed specific rules and would reliably change at different heats, proportions, etc. Unlike modern chemists their rules were rather... derpy. They thought, for instance, that examining an object physically would reveal its internal properties, and spent lots of time in chemically useless pursuits like trying to find phlogiston, an imaginary chemical that was responsible for combustion, or, most famously, trying to turn lead into gold. A similarly-derpy tradition in Asia revolved around making various potions, most notably their quest for the legendary elixir of immortality which mostly yielded a plethora of potions of mortality, since they thought the primary ingredient was the highly-toxic element of mercury. Nonetheless they did stumble upon a few useful ideas, like gunpowder.
In the modern age, they're generally thought of as bumbling primitives at best and devious charlatans at worst, but they played an important role in keeping science alive in an age where research wasn't much of a thing and providing by accident some useful information for chemists.
Pathfinder
Pathfinder alchemists are basically a mad scientist character class. They cackle, they drink mutagen and turn into the Hulk, they make construct-soldiers out of dead bodies, they cast spells by chugging potions, you get the idea.
Mechanically, Alchemists get three tricks. The first are alchemical bombs, which are splash weapons that they can prepare a certain number of per day. The second are infusions, which are bottles of magic that are prepared like Wizard spells but drunk like potions. The third is mutagen, which is basically Mr. Hyde juice; mechanically, it buffs one of your physical stats at the expense of your mental stat, and too much stat damage will cause sudden reversion.
Alchemists are a lot of fun, since they get throw anything as a power and have lots of unique bombs they can make, and actually make "incredible discoveries!" as they level up, ranging from growing new limbs and tumors that fall off and act as familiars to learning how to cheat and bottle spells they shouldn't theoretically have. There's nothing else in the game quite like them, and it makes them unique and interesting. Unfortunately, all those powers aren't terribly focused, which is a downer. If you want to build a decent alchemist, pick one or two of their mechanics and leave the third by the wayside. Oh, and everyone will hate you if you don't take the discovery which lets other people use your infusions, which you should do anyway, because what else are you going to do with that enlarge person potion? Wade into melee? My 30+ AC, 3 Nat attacks a round, and +12 to Hit suggest that that is a good idea as long as the mutagen holds.
Also, they're very selfish casters that need to take a discovery just to let other people imbibe their spell-potions, and without cantrips they can only identify potions without spending spell slots. As a result, they aren't the best solo-casters in a party full of melee beatsticks.
If you want a hilariously awesome class that does things you haven't necessarily seen before in the d20 system, pick this guy. If you want something a little more geared towards optimized mechanical play? I'm sure they'll have another overpowered wizard prestige class/archetype/pile of new spells ready for you in the next splatbook, you damn munchkin-robot.
The Classes of Pathfinder 1st Edition | |
---|---|
Core Classes: | Barbarian - Bard - Cleric - Druid - Fighter - Monk Paladin - Ranger - Rogue - Sorcerer - Wizard |
Advanced Player's Guide: |
Alchemist - Antipaladin - Cavalier Inquisitor - Oracle - Summoner - Witch |
Advanced Class Guide: |
Arcanist - Bloodrager - Brawler - Hunter - Investigator Shaman - Skald - Slayer - Swashbuckler - Warpriest |
Occult Adventures: |
Kineticist - Medium - Mesmerist Occultist - Psychic - Spiritualist |
Ultimate X: | Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante |