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Just to toss in my two cents. I think the idea of a Paladin being the Paragon and Defender of its Alignment sounds very interesting and fun. A Paladin doesn't just worship a Deity, they worship what the deity stands for. A Paladin of Asmodeous would worship the idea of following the law as written and using it to achieve your goals. Just as a Paladin of Shelyn worships the beauty and creativity of art. A Cleric follows and preaches the teachings, a Paladin defends and embodies what the Deity stands for.

Again, these are just my thoughts on what I would like to see as someone who didn't play Paladins that often but preferred playing the Antipaladins.


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This is a solid idea that could really help make each Alchemist feel unique when compared to any other Alchemist (which is funny since it'll basically be copying the Druid).

This along with some changes to make the class function better and keep up with other classes wouldn't be a bad solution.


shroudb wrote:
LazyJustice wrote:
shroudb wrote:
LazyJustice wrote:
Kerobelis wrote:
LazyJustice wrote:
Are you sure it needs to be invested? The potency runes don't have the invested trait like other magic items? It looks like most magic armor and weapons that aren't specifically named falls under the constant abilities section. I really hope I'm not wrong. Because that means investing in my armor costs me 2 bombs, elixirs or poisoning 20 arrows/bolts. I don't know if I can manage that without becoming even more useless.
Everything but weapons. Even most alchemical items require resonance (except poisons).
Bombs and Mutagens don't seem to cost RP to use, and I found the section that lists magic armor as invested. Alchemists really need to have a separate resource from RP to use with their alchemical items.

Mutagens require. They have operate activation.

Also, where did you saw that you can poison 10 arrows with 1 poison.

I can only see such a mention in potency runes, which poisons aren't.

I couldn't find anything that says how many pieces of ammo you can poison, but with silversheen can be applied to 10 pieces of ammo per dose. So my gm went with that for how many arrows I could poison per dose. I also wasn't aware the RP cost was tied to the operate action since it says elixirs require an RP to use in its section but bombs and mutagens had no such mention.

I now more than ever feel the Infused trait needs to make it not cost RP for anyone that uses it since the Alchemist has already paid the RP cost when making it.

silversheen also stays for 1h on a melee weapon hacking and slashing at enemies, while Poison is only 1 strike.

I think the rules suggest that you can poison only 1 ammunition with each dose.
Magical arrows like sleep arrows and etc are also in singles and not tens of pieces.

So the only useful thing I did for the party was actually something I made stronger than intended by making that leap of logic. I really like the direction they tried to go and the flavor of the class. I just think its execution is incredibly flawed. Luckily its a playtest so fixes can be made.


shroudb wrote:
LazyJustice wrote:
Kerobelis wrote:
LazyJustice wrote:
Are you sure it needs to be invested? The potency runes don't have the invested trait like other magic items? It looks like most magic armor and weapons that aren't specifically named falls under the constant abilities section. I really hope I'm not wrong. Because that means investing in my armor costs me 2 bombs, elixirs or poisoning 20 arrows/bolts. I don't know if I can manage that without becoming even more useless.
Everything but weapons. Even most alchemical items require resonance (except poisons).
Bombs and Mutagens don't seem to cost RP to use, and I found the section that lists magic armor as invested. Alchemists really need to have a separate resource from RP to use with their alchemical items.

Mutagens require. They have operate activation.

Also, where did you saw that you can poison 10 arrows with 1 poison.

I can only see such a mention in potency runes, which poisons aren't.

I couldn't find anything that says how many pieces of ammo you can poison, but with silversheen can be applied to 10 pieces of ammo per dose. So my gm went with that for how many arrows I could poison per dose. I also wasn't aware the RP cost was tied to the operate action since it says elixirs require an RP to use in its section but bombs and mutagens had no such mention.

I now more than ever feel the Infused trait needs to make it not cost RP for anyone that uses it since the Alchemist has already paid the RP cost when making it.


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Kerobelis wrote:
LazyJustice wrote:
Are you sure it needs to be invested? The potency runes don't have the invested trait like other magic items? It looks like most magic armor and weapons that aren't specifically named falls under the constant abilities section. I really hope I'm not wrong. Because that means investing in my armor costs me 2 bombs, elixirs or poisoning 20 arrows/bolts. I don't know if I can manage that without becoming even more useless.
Everything but weapons. Even most alchemical items require resonance (except poisons).

Bombs and Mutagens don't seem to cost RP to use, and I found the section that lists magic armor as invested. Alchemists really need to have a separate resource from RP to use with their alchemical items.


kaid wrote:

I think one other thing that needs looking at is the alchemist feats. I really hate the term feat tax but some of them it is hard to look at as anything else. An extra cost to make something work like you would expect it to.

Like the rapid onset feat if you want to use mutagens in combat you pretty much need to pick this up.

Want your int bonus do damage you do with bombs like every spell caster gets for free well that will cost you a feat.

Want your dc's to scale to your caster ability like every other caster class that will also cost you at least one feat but if you want poisons DC improvmentthat is another feat too.

Want to be able to use your bombs in combat without annoying the party thats another feat.

A big chunk of early feat usage for alchemists is slapping duct tape onto their abilities to make them just function as you would expect them to.

I don't know if they did this because Alchemists get feats like a martial so they thought they couldn't just give them what casters get base line or what. But the amount of feats you have to get into order to make your items usable is really painful and makes you feel like you have less feats than anyone else. At the current moment I feel that Alchemists are supposed to be a martial that plays like a caster. They use crossbows and melee weapons for their cantrips and alchemical items for their spell slots. This means they get martial number of class feats while keeping the playstyle of a caster. This is fine, and I can see why they made alchemical items not was good as spells. The problem is that they're too weak and the feats have too many things that feel like feat taxes (I also hate that term too). The current alchemist just doesn't feel like it has its own unique role to fill like the other classes do.


Are you sure it needs to be invested? The potency runes don't have the invested trait like other magic items? It looks like most magic armor and weapons that aren't specifically named falls under the constant abilities section. I really hope I'm not wrong. Because that means investing in my armor costs me 2 bombs, elixirs or poisoning 20 arrows/bolts. I don't know if I can manage that without becoming even more useless.


Something one of my friends brought up that would help make alchemists more playable is make any alchemical items they craft automatically infused. So that way it can be used with its class features. If you make an elixir with gold, why would the alchemist have to spend a resonance on it? Because in that case you're just spending 2 different resources for something you could spend 1 on. Yes the elixir you make with gold isn't going away after 24 hours, but it still doesn't make sense. And once you hit 3rd level making bombs is pointless since your Empower Bomb feature only works on infused bombs. The only items that can be made mundanely and still be useful are mutagens and poisons. I also got a magic item for my alchemist in the playtest, and thankfully it was just a +1 chain shirt. Anything that cost resonance would have to be immediately sold off or just given to another party member since it would do more harm than good for me.


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I realize it was at 1st level and 1st level PCs is just a festival of constant failure, but I felt really useless. I was mainly just shooting things with my hand crossbow and saving my very few alchemical items for when I really needed them. The most useful thing I did was poison the rogue's arrows with poison before going down the sewer. And when the time came to use them, they didn't do much of anything. The sorcerer in the party was just a better version of me. I was also the only healer and I couldn't heal anyone other than the sorcerer more than once per day. For reference, out part was a monk, a rogue, a sorcerer, and an alchemist. It was then that I took a careful look at later levels of alchemist and comparing it to the cleric since it was also a support class with utility and some damage. At no point did I even come close doing anything as well as them. They have a separate resource pool for spells, channel energies, domain powers, and for magic items. While the Alchemist has one shared pool for everything they can do. I'm not saying an alchemist should be able to do the clerics job, but maybe make them do HoTs and DoTs along with its interesting take on buffs so that we can support differently. That with a change to its resource management seems to be what needs to be fixed. Though this is just my opinion from the first part of the playtest and theory crafting. Although Cantrips seems to be really good, I don't think alchemists need an at will since they do have weapons. I just think they're too constrained on resources at them moment.