Promethean Alchemist


Advice

1 to 50 of 57 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

I wanted to use this new Archetype, but I have never dabbled in the fine art of Construct Crafting but the concept seemed very, interesting to me to say the least.

At first level I gain Craft Construct as a bonus feat, without needing to meet requirements for it. In exchange I lose Throw Anything and Brew Potion.

I also gain a Homunculus Companion, forged from a bit of my own life essence. In exchange for my companion I lose Bombs and Mutagen and cannot take mutagen or cognatogen discoveries later.

This homunculus starts as a Small Creature with some alright features at first, looking like a child or small humaniod. Which becomes better as it grows. At 4th level it reaches medium size.

Now I can't copy and paste things here because it is so new a book I don't want to get in trouble. So for those of you who have the book it is on page 113.

Any ideas on how to use this for a character? Crafting Constructs always seemed interesting to me but also seemed to require knowledge I didn't possess. Any help will be appreciated.


1 person marked this as a favorite.

I'm not very familiar with the crafting rules either, but I notice that someone has written a guide.

Liberty's Edge

I'm trying to make this class using a wayang for pcs but I had some questions about it.
1) how do you figure out the bonus hp?
2) cause it has no con score is it immune to anything that require a fort save?
3) how would you go about healing this thing?
4)does it gain the construct traits?


chad gilbreath wrote:

I'm trying to make this class using a wayang for pcs but I had some questions about it.

1) how do you figure out the bonus hp?
2) cause it has no con score is it immune to anything that require a fort save?
3) how would you go about healing this thing?
4)does it gain the construct traits?

I am not sure I would think it does, and I think it gains +20 to HP due to the construct race from ARG saying Medium size gets 20, so at level 1 it was a +10 to HP, at level 4 when it grows in size it gains an additional +10 for a total of 20 off size.

Liberty's Edge

Okay and you don't think it does in which part

Liberty's Edge

And another question can you equip magical items to them? And ummm what is the save for there poison?


chad gilbreath wrote:

I'm trying to make this class using a wayang for pcs but I had some questions about it.

1) how do you figure out the bonus hp?
2) cause it has no con score is it immune to anything that require a fort save?
3) how would you go about healing this thing?
4)does it gain the construct traits?

1) Bestiary - Creature Types - Construct. Bonus hit points depend on the constructs size category. A small construct would get 10 bonus hit point and a medium would get 20 bonus hit points.

2) Immunities can be found here: Bestiary - Creature Types - Construct. No, but it is close. "Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)." So they still could be affected by spells like disintegrate.

3) It would not heal naturally. At least it has no innate ability to do so. However at first level it gets Sympathetic Alchemy which should allow the homunculus companion to drink cure light wounds extracts the alchemist makes.

4) I believe it does, even though it doesn't call out that this is a construct with all construct traits it would state if there were any construct traits it would not receive.


chad gilbreath wrote:
And another question can you equip magical items to them? And ummm what is the save for there poison?

It says it is DC based and has a +2 Racial Bonus but they have no Con so if its is based off their con it would be 12, and a fort save obviously. But that is really really weak poison


chad gilbreath wrote:
And another question can you equip magical items to them? And ummm what is the save for there poison?

Yes you can equip magical items to them although I have no fast link to support that.

Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.

The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.

Liberty's Edge

Lord Van Hohenheim wrote:
chad gilbreath wrote:
And another question can you equip magical items to them? And ummm what is the save for there poison?
It says it is DC based and has a +2 Racial Bonus but they have no Con so if its is based off their con it would be 12, and a fort save obviously. But that is really really weak poison

Would there be anyway to up the poison?

Liberty's Edge

Blazej wrote:
chad gilbreath wrote:
And another question can you equip magical items to them? And ummm what is the save for there poison?

Yes you can equip magical items to them although I have no fast link to support that.

Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.

The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.

So it poison (once it get it) will be DC 13?


chad gilbreath wrote:
Lord Van Hohenheim wrote:
chad gilbreath wrote:
And another question can you equip magical items to them? And ummm what is the save for there poison?
It says it is DC based and has a +2 Racial Bonus but they have no Con so if its is based off their con it would be 12, and a fort save obviously. But that is really really weak poison
Would there be anyway to up the poison?

I do not think so. It will always be a weaker poison but if someone fails it they fall asleep.


chad gilbreath wrote:
Blazej wrote:
chad gilbreath wrote:
And another question can you equip magical items to them? And ummm what is the save for there poison?

Yes you can equip magical items to them although I have no fast link to support that.

Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.

The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.

So it poison (once it get it) will be DC 13?

14

10+2(4th level)+2 Racial bonus

Liberty's Edge

Which is nice... Now to figure out which spells would compliment it

Liberty's Edge

Lord Van Hohenheim wrote:
chad gilbreath wrote:
Blazej wrote:
chad gilbreath wrote:
And another question can you equip magical items to them? And ummm what is the save for there poison?

Yes you can equip magical items to them although I have no fast link to support that.

Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.

The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.

So it poison (once it get it) will be DC 13?

14

10+2(4th level)+2 Racial bonus

At 4th level it still have 3 HD


chad gilbreath wrote:
Blazej wrote:
chad gilbreath wrote:
And another question can you equip magical items to them? And ummm what is the save for there poison?

Yes you can equip magical items to them although I have no fast link to support that.

Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.

The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.

So it poison (once it get it) will be DC 13?

Correct, as the companion gets stronger the DC will improve as well.


What is annoying is the Alchemist formula list has virtually no spells to heal the Homunculus, no Make Whole or Rapid Repair or anything of the sort.

Liberty's Edge

Lord Van Hohenheim wrote:
What is annoying is the Alchemist formula list has virtually no spells to heal the Homunculus, no Make Whole or Rapid Repair or anything of the sort.

That is true but because of sympathetic alchemy it can be counted as humanoid to be heal by cure light wounds.


Yes and that does help for the Homonculus directly which is great. But as this is letting you gain Craft Construct 4 levels early and without two feats you can try and make animated objects and stuff I believe. (Not sure like I said never dabbled)

But I did notice The Wizard list has Make Whole, and it says that a Alchemist can scribe a spell from a wizard to his formula book so long as it is equivalent to a spell of his. Well Make Whole is equivalent to Cure Light Wounds right?


Lord Van Hohenheim wrote:

Yes and that does help for the Homonculus directly which is great. But as this is letting you gain Craft Construct 4 levels early and without two feats you can try and make animated objects and stuff I believe. (Not sure like I said never dabbled)

But I did notice The Wizard list has Make Whole, and it says that a Alchemist can scribe a spell from a wizard to his formula book so long as it is equivalent to a spell of his. Well Make Whole is equivalent to Cure Light Wounds right?

No. That just lets an alchemist learn spells on the alchemist list from wizards. There is no "This spell is like this other spell, so you can get it."


Well drat like I said I don't typically play stuff like Alchemist.

Liberty's Edge

Me neither that's why I wanna try this cause I'm use to classes like the Hunter and summoner

Liberty's Edge

are you planning on playing this in PFS


Not right now, need to see if there are any active in my area normally this is for a home game. I am a huge FMA fan and having my own Homunculus that follows me around might be awesome. Also have a backstory already for the character. Now working on the mechanics.


If you're not doing it for PFS talk to your GM. Make Whole & maybe some other spells make sense for the archetype, if not for the class in general. Maybe he'll let you take them - or trade access to other spells for them.


I am very much the rules lawyer for our group. I am also the one who can typically find how to optimize a character because I obsess over rules and new things.

But yes I think there should be a way to add those, if not I could obtain a wand of them and make a check.

Though I am already plotting mixing this with a Witch in our next gestalt game. Perhaps Beast Bond and use the Homunculus for a temporary vessel.


where does this archetype come from, is it homebrew, 3pp, or from occult adventures? it sounds like something i would love to play.


Blackvial wrote:
where does this archetype come from, is it homebrew, 3pp, or from occult adventures? it sounds like something i would love to play.

Occult pg 113


Lord Van Hohenheim wrote:
Blackvial wrote:
where does this archetype come from, is it homebrew, 3pp, or from occult adventures? it sounds like something i would love to play.
Occult pg 113

sweet, to bad i am broke as hell right now

Liberty's Edge

I still don't see which spells would help this archetype tho...


I believe the helpful spells are going to be spells that buff the alchemist or companion .

The archetype loses mutagen (unless they take it as a discovery) and bombs. That doesn't leave them many offensive options besides poisoning (although there might be others within discoveries).

For spells, one thing that I'm not 100% about is whether the Sympathetic Alchemy overrides construct immunities. For example, whether or not the construct could benefit from the morale bonuses on an extract of heroism.

Cure spells are an obvious start since it would be how one heals the homunculus.

Just picking a few spells at the first few levels: Shield, Enlarge Person, Bull's Strength, Barkskin, Vomit Swarm, Fly, Beast Shape, Detonate.

It depends on how you build the alchemist and homunculus, but I would imaging they would be both drinking the same types of extracts. Boosts to AC, bonuses to attack, special attack extracts.

There are enough extracts as options to kinda wonder how quickly the pair would burn through their extracts during the day.


Most Constructs impose a Caster Level requirement on their creator that must be met - does this archetype have a way around that? Otherwise you'll be struggling to build any Constructs until you hit level 6 or so.


VRMH wrote:
Most Constructs impose a Caster Level requirement on their creator that must be met - does this archetype have a way around that? Otherwise you'll be struggling to build any Constructs until you hit level 6 or so.

You treat your craft (Alchemy) ranks as caster level.

Liberty's Edge

Blazej wrote:

I believe the helpful spells are going to be spells that buff the alchemist or companion .

The archetype loses mutagen (unless they take it as a discovery) and bombs. That doesn't leave them many offensive options besides poisoning (although there might be others within discoveries).

Sadly it stats that you can't take the mutagen discovery.

Liberty's Edge

Tho I was wondering.. If you have the money for it are you able to use the homunculus stuff in the alchemy Manuel?


chad gilbreath wrote:
Tho I was wondering.. If you have the money for it are you able to use the homunculus stuff in the alchemy Manuel?

You can as all it requires is the craft construct feat.

Liberty's Edge

But you don't get that playing pfs


chad gilbreath wrote:
But you don't get that playing pfs

*Shrug* If your playing PFS you probably shouldn't play an archetype based around possessing a crafting feat.


I have no intent on playing this right now in PFS which I have a feeling this will be banned .

But yes you cannot take a mutagen or cognatgen discovery.

Yeah I am thinking you will burn through Extracts per day very quickly.


I recalled reading the no mutagen note a few days prior, but didn't notice it when I glanced through when posting.

Lord Van Hohenheim wrote:
I have no intent on playing this right now in PFS which I have a feeling this will be banned .

Why do you think it would be banned more than other archetypes?

Liberty's Edge

It won't cause they change the first thing to just a free skill focus (craft [alchemy])


Not sure what you mean about the free skill focus (Craft [Alchemy])

But because its the Craft Construct focus on it.

Liberty's Edge

That was a comment about how they made it pfs legal sorry for the confusion.


Considering the homunculus customization from Alchemy Manual is legal in pfs, it should work for Prometheans. As it stands it can make the Promethean homunculus as effective as a regular animal companion.


That is very interesting. I was wondering if I could do the potion think with this homunculus.

Liberty's Edge

Would the caster level be based off of the potions or the homunculus HD


HD


Don't forget you can also use the construct modifications from Ultimate Magic.

Liberty's Edge

Hit dice


Pathfinder Starfinder Roleplaying Game Subscriber

Interestingly it doesn't specifically say you create your homunculus companion it says you gain the service of it at first level so I don't rightfully know if you can modify it like regular a homunculus in the alchemy manual since the modifications say they have to be done when you create it. Also, another interesting tidbit, the promethean alchemists doesn't specifically say in it's Homunculus companion description that they get construct traits like in the construct rider's craft mount ability dose. And if you wanted, not sure it's allowed in fps, you could take spell knowledge from companions and cohorts to gain wizard spells to heal your homunculus companion.

1 to 50 of 57 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Promethean Alchemist All Messageboards

Want to post a reply? Sign in.