Apothecary concept - necromantic/biological alchemist
Posted: Thu Jul 03, 2014 9:38 am
Necromancers? Crude puppeteers, making bodies dance with hamfisted strings of magic. Alchemists? Such a waste of a scientific mind; those bomb-throwing maniacs know nothing of subtlety, and their brutish golems are even worse at it. Corruptors and the Doomed? Entertaining to watch, but they can't look at things rationally, too driven by perverse delight or raging spite to know how to create. All those psychics? I can respect their approach, but they're too focused on the mind. The body is a complicated, beautiful machine, a delicate balance of ichors and humors that just barely keeps itself bubbling - and by adding a few more chemicals, it's all too easy to make that balance tip.
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
tl;dr: a class based around a much more complicated version of Alchemists' "bombs and infusions" mechanic
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