Had an idea for an Apothecary class and a cool mechanic for it, but I have no clue what its playstyle would be or how to balance it.
Basically, the central idea is that you have a slew of different Toxic Mixture sustains (representing the ingredients in whatever horrible concoction you're carting around) which take 15 turns to prepare (so no switching mid-combat, unless you invest in its stealth skills, a teleport rune, or a psychoport torque), and a few different ways of putting those mixtures to use (throwable flasks, melee-range injection, chuggable Jekyll-and-Hyde potion, a "drip can" which creates splashing puddles where you walk, possibly a chemical sprayer as a top-tier talent). Each mixture has a different range of effects for Vapors, Splashes, Intravenous, and Oral (potion) effects; thrown flasks tend to splash on a direct-hit and make a larger cloud of vapor, chemical sprayers make a narrow cone of splash/puddles and a much wider cone of vapors, intravenous is generally restricted to melee-injections. You can have any three Mixtures active at a time. A few examples of possible mixtures:
Corrosive Agent
- Intravenous: Nasty acid DoT and sharply reduced physical saves
- Splash: Acid damage, reduced armor and chance of disarm
- Vapor: Blinding, light acid damage
- Potion: Melee attacks against you trigger a conal acid-spray in that direction
- Intravenous: Daze for a couple of turns, then long-lasting confusion
- Splash: Sharply reduced fire resistance / guaranteed crit on next fire attack, burns off after one attack
- Vapor: Any fire attack within the cloud ignites the vapor cloud, causing a damaging / stunning or knockback-ing explosion
- Potion: Grants your monstrous form a confusing fire-breath attack
- Intravenous: Sharply increases critical multiplier of other mixtures (it won't do anything, unless it causes a clot...)
- Splash: Nothing from puddles, but makes thrown flasks burst into shards, causing bleeding and a chance of applying other mixtures' Intravenous effects
- Vapor: Clouds stay in the air longer
- Potion: Increases monstrous form's armor and max-HP
- Intravenous: Long-duration blind, or maybe a poison that repeatedly reapplies blind (a la Pacification Hex's dazes)
- Splash: Fire damage
- Vapor: "Berserks" enemies, increasing attack power but causing them to sometimes attack allies (a la Paranoia); your monstrous form will gain attack power in the vapors
- Potion: Increased attack power / speed, reduced accuracy
- Intravenous: Immediate spike of light damage; causes a very-long-duration Bloodlock-like effect ("Radiation Sickness"), slowly decaying enemy health and other physical stats to a minimum of 40% of base (requires repeated injections)
- Splash: Light damage, constitution / physical-save reduction
- Vapor: Causes a weaker form of Radiation Sickness, can drain stats to 80% of base if given enough time
- Potion: Gives your monstrous form an aura of light damage, decreases its physical/magical saves
- Intravenous: Allows you to inject yourself for a heal, but also minor detrimental (Vapor) effects from the other active mixtures
- Splash: Heals target, but applies a nasty DoT due to ensuing tumors
- Vapor: Regenerates health, rapidly drains resources (stamina, mana, etc)
- Potion: Grants rapid health regeneration to your monstrous form and allows you to exceed maximum health up to 150%, but slows you by 1% for every percent you're over the maximum; if you are over maximum when it wears off, you are given a Rampant Tumors debuff, decreasing global speed by 50% and damaging you over time until you reach (100 - overheal%)% HP, at which point the debuff expires
tl;dr: a class based around a much more complicated version of Alchemists' "bombs and infusions" mechanic