Had an alchemist who heals not be trained in medicine He’s got arcana, so let’s fix this.
When you think about it, people are just really just complex alchemical homunculi, and you know how to tinker with homunculi! You gain the following benefit:
- You may use Intelligence(arcana) in place of Wisdom (Medicine).
- Add your Intelligence modifier to all hit points healed via any spell you cast.
How about we help those little alchemists deal with all the things they keep breathing or drinking?
Poison Fueled Feat 12
Prerequisite(s) Poison Resistance
Your blood has become used to having a healthy dose of toxic chemicals to the point you almost need it now. You resistance to poison damage is equal to your level now and when you take persistent poison damage you now heal that much each turn instead. You still roll to end the effect as normal and can not elect to keep the damage going. If the damage is multiple damage types, you still heal as long as the persistent damage contains the poison type.
I like being able to heal without magic. Let’s help those alchemists who specialize in medicine!
Medical Savant Feat 1
Prerequisite(s) trained in medicine
You mastered rapid fire medicine. You can attempt a treat wounds action as two actions instead of 10 minute. The target cannot be treated again as normal. If you roll a critical failure on this check, you get a failure instead.
Alchemists already hit TAC, but how about a way to just barely hit a target?
EYE ON THE PRIZE ALCHEMIST FEAT 14
You know how to pull a hit out from a miss. If you attack a target with an alchemical item that has the bomb keyword, and your attack would have hit the target if you added the bonus equal to your level of training on Perception checks (trained equal to +0, expert equal to +1, master = +2, legendary equal to +3), then your attack does minimum damage instead of missing the target completely.
INVIGORATING HEALER ALCHEMIST FEAT 10
When you create an alchemical item that has elixir trait, in addition to its normal effects, it heals hit points equal to half you level.
Here’s today’s idea!
SPLASHY HEALER ALCHEMIST FEAT 6
You can administer any alchemical item with the elixir trait by throwing it at any target within 30 feet of you instead of forcing them to ingest the elixir.
How about we play with the alchemist.
2 or 3 ACTIONS SINGLE TARGET BOMBS LEVEL 8 ALCHEMIST FEAT
You throw two bombs at a single creature within range and attack the target twice. The
multiple attack penalty you take on the second attack is –4 instead of –5, and –8 (–6 with an agile weapon) instead of –10 on the third.
We’re back from our break. Let’s get running!
Prerequisite: Alchemist 4
Benefit: The alchemist gains the ability make directional blasting bombs. When using a bomb, the alchemist can shake the bomb and release the contents in a 15-foot cone with its base at the alchemist feet. Creatures in the area must make a reflex saving throw to avoid attack with no damage done to any creature that succeeds at its saving throw.
Plan B is always twice as much gunpowder as plan A!
Prerequisite(s): Alchemist 8
Benefit: When the alchemist creates a bomb, she can choose to have the damage d6 dice relaced by d12 at the cost of two bombs for one bomb use. Double all splash damage delt by the bomb as well. If effects would change the dice to other damage values, double the dice sides as normal following the dice damage progression for larger creatures.
Thoughts? To powerful? Just enough?
How about we focus some fire with an alchemist?
Benefit: When an alchemist creates his bomb, he can choose to have the bomb only effect one square. This bomb does not deal splash damage to any squares next to the target.