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Alchemist work #226
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Alchemist work #226
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Includes fix for #228 |
- Implemented Alchemist resource scaling, versatile vials are limited to 2/rest representing replenished items - Infused items are removed at end of turn or daily, depending on if you make them while turn-based - Versatile Vial uses rules accurate splash damage, new VFX - Work on alchemical item data entry Infused items: - New RT with following changes: Story Item, Maximum Stack Amount 1 - Stats changed to set value to 0
Expansion: - Implemented Alchemist resource switch, Double Brew, Quick Bomber InstantMirage#220 - Fixed alchemist ability scores InstantMirage#114 - Alchemists can use hand crossbows - Added starting skill defaults for Expansion classes
- Reverted Mist to a surface, FogCloud surface applies MistStatus instead of blinded - Added missing default picks, reorganized lists to have more flavorful picks - Moved music instrument proficiency to Virtuosic Performer (from Skill increase) - Moved bloodline rank 1 spells to the bloodline passive (combines them onto the same row) - Critically failed save marker is red - Allowed skill junctions to apply out of combat without manually channeling elements, applied to proper channeled gate
- Implemented alchemist learning script, allowing them to reverse-engineer potions and learn related recipes. - Note: Basegame effects cause players to start with ALCH_Potion_Healing_RoguesMorsel, ALCH_Grenade_Fire_FireAmber, ALCH_Elixir_Resistance_Fire_DragonEggMushroom, ALCH_Oil_AttackBuff_Daggeroot - Added root templates for most infused items, but they don't have stats (to remove gold value) or a Quick Alchemy action yet.
- Prevented Infused Reagents being used in combat with Hard item difficulty - Removes Infused items on respec and Mind Flayer restoration pod
- Double-checked sleep statuses and their correspondence to spells/effects - Removed sleep saves for scripted sleep statuses - Fixed sleeping out of combat causing disarm - You're Next has Ignore StackType (fix) and can be used after moving (due to automatic movement)
- Added general skill action sensibility conditions for the AI, checks if Feint has AP/haste InstantMirage#206 - Added Dirty Trick to feat lists, made default for Rogues
- Started work on the alchemist subclasses - Poisoner allows a mini-respec to handle gaining the poison resistance feat - More skill action sensibility changes, took off-guard status into account to reduce spamming - Added more conditions to spell target tags - Restrained doesn't block unarmed escape
- Spirit Instinct, Zoophonia Muse: Paizo Community License content - Imperial Bloodline, Fey Bloodline : Photo mode assets - Some more work with Chirurgeon's skill converter - Fixed kineticist clothes clipping with half-orcs - Moved Aid Another under Skill Actions
- Implemented most 1st level alchemist feats - Cleaned up a lot of NPC speeds, including Dwarves getting Unburdened Iron, Gnolls becoming immune to difficult terrain, and the Shadow Creeper's mobility
- Added Bomber conditions to check for field benefit and/or Calculated Splash when throwing bombs - Added saves for toxins with Quarrel Poisoner
- Changed throw distance to 20ft (from 60ft) to match RAW - Added effect for Strong Arm & Far Lobber - Escape applies to more statuses InstantMirage#227, InstantMirage#228 - NPCs become immobilized after grappling InstantMirage#239 - Removed overhead status notification for MAP - Taking a penalty to speed makes you walk instead of run - Made some forms of persistent damage helpable, checks for immunity in status - Added necrotic vine surface to Shadow Vine's merciless crush InstantMirage#221 - Added persistent acid damage to Bulette's acid spit InstantMirage#229
- Added drink trigger for Chirurgeon, Mutagenist discoveries, Clotting Elixir - Tagged healing infusions with ALCH_INFUSED_HEALING
- Added coagulant trait and feat effects to Chirurgeon versatile vial - Added alchemist feats DemolitionCharge, ImproviseAdmixture, RevivifyingMutagen, SmokeBomb - Added SkillCritMiss() condition
- Help is a two-action DC 16 medicine check (always clears prone and sleep), gives 1HP to raise from downed like in vanilla BG3 - Aid Another uses your best skill check - Hypnotize has a sustained duration, fascinates targets inside - Fixed Wyll's armor using the wrong ground appearance
- Being wet removes most sources of persistent fire damage (not Dehydrate, Critical Blast, Heat Metal) - Soothing Mist removes more types of burning, bleeding - Immunity check when applying persistent fire/bleed
- Chirurgeon discovery, Clotting Elixirs apply when thrown - Added toxicologist's injury poison - Made Poison Weapon apply status to the weapon - Automatic level scaling for Poison Weapon charges - Added effect for Preparation rogue feat
- Filled out Alchemist feat skeleton with placeholders - Lv. 4 feats: Efficient Alchemy, Fermenting Liquors, Regurgitate Mutagen - Lv. 10 feats: Advanced Efficient Alchemy, Sour Bomb - Lv. 12 feats: Uncanny Bombs, Shaped Contaminant - Added manual ability override for Class DC calculation - Gave Alchemist a hidden spell save DC to make surfaces play better
- New VFX: Quick Alchemy, Admixture feats, Versatile Vial (all elements) - Added feats: Alter Admixture, Miracle Worker
- Added Debilitating Bomb feat line - Added a Throw success status to accommodate Debilitating Bomb's scripting - Added Deafened status (no flat check)
TODO: Noxious Spore Grenade, better alchemical fire, resource descriptions
- Adjusted stats of some bombs (not 100% RAW accurate, but fixing bomb behavior is not something I want to do ATM) - Added flammable slime bomb and poison spore grenade to Quick Alchemy, as well as the rest of the missing items - Added resource tooltips - Edited class FX
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Alchemist is ready to merge. |
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Makes Alchemist a fully-featured class.
See #220 for itemized progress
Class Features
Other features
Rules accuracy
Fixes