Hi all,
Has anyone created an Alchemist Class for BF as of yet?
If so could anyone link me or give me some guidance?
Cheers.
discuit.
Alchemist Class?
Re: Alchemist Class?
I am not aware of any being produced.
And Welcome!!
And Welcome!!
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Re: Alchemist Class?
Something else I was curious about was why death/poison seems to be used to dodge/avoid traps (and most other "uncatergorised" things it would seem from AP's and pre made adventures) Was there not a Traps/Dodge Save in the older games? I only ask as when I look at the save progressions I see clerics and I think fighters usually have a better or at least equal death/poison save than thieves, which makes sense if it's a poison or a death ray!!!
Does what I'm asking make sense? I like the save mechanic and it certainly is time tested, I'm just trying understand why and when what each catergory is used for other than the obvious things listed in their titles. And why!?
Cheers.
Does what I'm asking make sense? I like the save mechanic and it certainly is time tested, I'm just trying understand why and when what each catergory is used for other than the obvious things listed in their titles. And why!?
Cheers.
Re: Alchemist Class?
Personally, I choose the saving throw based upon the situation.
The Death Ray/Poison save is my check against the character's vitality (not necessarily as an avoidance of getting hit in the first place).
Using a save to determine whether something hits or not is (at least when I am DM'ing) is Wand (for a ray-like effect) or Dragon Breath (area affect), or Spell (when it hits regardless, but is not checked against Constitution/Vitality).
Petrify/Paralysis is a special case save (against those effects).
Each has its function. They are just perhaps poorly explained or poorly named (going way back to the roots of the games).
Another way to deal with Traps that shoot or 'attack' is to give the trap an Attack Bonus and roll to hit. Then deal with the save vs poison if the 'attack' is successful.
The Death Ray/Poison save is my check against the character's vitality (not necessarily as an avoidance of getting hit in the first place).
Using a save to determine whether something hits or not is (at least when I am DM'ing) is Wand (for a ray-like effect) or Dragon Breath (area affect), or Spell (when it hits regardless, but is not checked against Constitution/Vitality).
Petrify/Paralysis is a special case save (against those effects).
Each has its function. They are just perhaps poorly explained or poorly named (going way back to the roots of the games).
Another way to deal with Traps that shoot or 'attack' is to give the trap an Attack Bonus and roll to hit. Then deal with the save vs poison if the 'attack' is successful.
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Re: Alchemist Class?
Thanks mate, that clears a lot up! I was like 7-8 when i played basic, and it was GM'd by my mates dad, so i honestly cant remember what is what! 
If i could trouble you one more time, lets say hypothetically that you were to rename the saves in more "modern" or "universal" terms, what would you call them? I only ask so i can explain them to my players that way.
If i could trouble you one more time, lets say hypothetically that you were to rename the saves in more "modern" or "universal" terms, what would you call them? I only ask so i can explain them to my players that way.
Re: Alchemist Class?
hmmm. Here are some suggestions, but others may define things differently. Feel free to houserule to suit your own ideas for how they ought to be defined.
Poison/Deathray = Vitality Save (constitution modified)
Wands = Dodge Save
Paralysis/Petrify = same
Dragon Breath = Area Affect Save
Spells = Magic Save (use for most spells that do not roll to hit or are not directly specified as another save)
Poison/Deathray = Vitality Save (constitution modified)
Wands = Dodge Save
Paralysis/Petrify = same
Dragon Breath = Area Affect Save
Spells = Magic Save (use for most spells that do not roll to hit or are not directly specified as another save)
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Re: Alchemist Class?
Thanks pal, that helps a bunch.
I think i understand now why a lot of adventures have a character making a Death/Poison save when falling into a pit trap (or other traps) to take half damage, it is more about how their body takes the fall as opposed to seeing if they fall.
I think i understand now why a lot of adventures have a character making a Death/Poison save when falling into a pit trap (or other traps) to take half damage, it is more about how their body takes the fall as opposed to seeing if they fall.
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