Alchemical Familiar?


Classes


I'm hoping I'm just missing something, but if you take the Alchemical Familiar Class Feat and gain a familiar it seems to be even less valuable than to any other class with a familiar. None of the "Master Abilities" seem to apply to an alchemist. Am I missing something or does having your own homunculus seem to be even less worthwhile than to any other "caster"?


Could be useful to deliver alchemical items to party members during battle. If one was a risk taker, they could also be used to place Delayed Bombs.

Not a great choice overall though. I suspect they might either be a holdover from an earlier draft where Alchemist was a caster (more like in pf1) or a placeholder for future class ideas that weren't presented.


Scythia wrote:

Could be useful to deliver alchemical items to party members during battle. If one was a risk taker, they could also be used to place Delayed Bombs.

Not a great choice overall though. I suspect they might either be a holdover from an earlier draft where Alchemist was a caster (more like in pf1) or a placeholder for future class ideas that weren't presented.

They are not good at all to ferry items.

You give 1 action for it to gain 2,but you lose 1 more action to give it the item. So it's a wash action wise.

Familiars are good for somethings though.

Since as OP noticed there are no master options that help, you'll go with 2 familiar options, which means they will almost always speak and either have a second form of movement, or scent.

The above paired with their good perception makes them good scouts alongside yourself.

Plus, as per the description, they provide an almost constant aid another bonus on all downtime crafting and such.

Lastly, if you're the scout of the party, they're an excellent source to sent to the rest of the party to keep them updated.

Plus, if you're not bomb focused, there's nothing else to pick at level 1...


shroudb wrote:
Scythia wrote:

Could be useful to deliver alchemical items to party members during battle. If one was a risk taker, they could also be used to place Delayed Bombs.

Not a great choice overall though. I suspect they might either be a holdover from an earlier draft where Alchemist was a caster (more like in pf1) or a placeholder for future class ideas that weren't presented.

They are not good at all to ferry items.

You give 1 action for it to gain 2,but you lose 1 more action to give it the item. So it's a wash action wise.

Familiars are good for somethings though.

Since as OP noticed there are no master options that help, you'll go with 2 familiar options, which means they will almost always speak and either have a second form of movement, or scent.

The above paired with their good perception makes them good scouts alongside yourself.

Plus, as per the description, they provide an almost constant aid another bonus on all downtime crafting and such.

Lastly, if you're the scout of the party, they're an excellent source to sent to the rest of the party to keep them updated.

Plus, if you're not bomb focused, there's nothing else to pick at level 1...

If you didn't pick an extra movespeed or scent (I agree you should always pick speaking), then you can boost their speed to make them item ferries. 50' land speed is probably better than yours even if the raw actions spent is a wash, because they can go twice as far.

EDIT: 40' speed, not 50. Still, better than 25'.

Also you can take alchemical savant at 1st level if you don't like bombs.


Paradozen wrote:
shroudb wrote:
Scythia wrote:

Could be useful to deliver alchemical items to party members during battle. If one was a risk taker, they could also be used to place Delayed Bombs.

Not a great choice overall though. I suspect they might either be a holdover from an earlier draft where Alchemist was a caster (more like in pf1) or a placeholder for future class ideas that weren't presented.

They are not good at all to ferry items.

You give 1 action for it to gain 2,but you lose 1 more action to give it the item. So it's a wash action wise.

Familiars are good for somethings though.

Since as OP noticed there are no master options that help, you'll go with 2 familiar options, which means they will almost always speak and either have a second form of movement, or scent.

The above paired with their good perception makes them good scouts alongside yourself.

Plus, as per the description, they provide an almost constant aid another bonus on all downtime crafting and such.

Lastly, if you're the scout of the party, they're an excellent source to sent to the rest of the party to keep them updated.

Plus, if you're not bomb focused, there's nothing else to pick at level 1...

If you didn't pick an extra movespeed or scent (I agree you should always pick speaking), then you can boost their speed to make them item ferries. 50' land speed is probably better than yours even if the raw actions spent is a wash, because they can go twice as far.

EDIT: 40' speed, not 50. Still, better than 25'.

Also you can take alchemical savant at 1st level if you don't like bombs.

Alchemical savant should be a skill feat, not a class feat.

Losing 1 class feat to identify alchemical items in rounds instead of minutes is terrible.

It's like clerics had a class feat to have a bonus on religion checks, worthless.

In reality the options for level 1 are "bombs or familiar"

40ft vs 25ft for ferry is also a wash. You're almost never 40ft from the m your party members, and it's not like it can hand things and move back, move ends when he reaches them.


Yeah I thought it might have been a hold over from caster alchemist from P1 or an attempt to use the homonculus trope.

I recognized that alchemists were capable of picking 2 familiar abilities instead, but I just found it weird that every other class that has access to familiars can gain some kind of benefit from the Master abilities except an alchemist. I just wanted to make sure I wasn't missing something important in the new system.


It is an odd pick but given there is no reason to use any of its picks on master buffing things you can trick it out to be a fast moving scout/messenger so not useless but a bit odd. For those who are going to dip rogue at level 2 to pick up quick draw at four its a pretty decent option as picking quick bomber would be redundant.


Oh, hey. We're back.

So speaking of uses for a non spell casting familiar, I'm trying to work out how they'd be used for scouting, what with the minion quality restricting their ability to act independently. I suppose you could use the empathic link to give very vague orders, then when it gets excited or afraid, {ask/feel} it to either retreat and report, or press on as it sees fit.

It really depends how much control over the scouting familiar the GM gives the player. I'm kind of having a hard time wrapping my head around that.

Edit; Wait, no. The commands must are described a verbal. Never mind.


Another thing to wonder is how much bulk they can handle.


I've not read familiar yet....
but is there a way to get them 3 actions?
If so, that could be a way for an alchemist to get poisoned weapons mid combat.. since 3 actions is too much really, and you can't get the Rogue's poison weapon till lv 8? or 12? I forget if poison weapon is 4 or 6 rogue.


Zwordsman wrote:

I've not read familiar yet....

but is there a way to get them 3 actions?
If so, that could be a way for an alchemist to get poisoned weapons mid combat.. since 3 actions is too much really, and you can't get the Rogue's poison weapon till lv 8? or 12? I forget if poison weapon is 4 or 6 rogue.

I'm not finding anything that states that either familiars or minions in general are immune to the Quick condition, but I'm also not finding anything that grants a Quick that allows for Operate Activations. As far as I can tell, there currently is no way to get a familiar to apply poison in a single turn.

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Even if the standard familiar powers were useful to an alchemist, the entire concept of an alchemically created familiar should be different. Not saying you can't have the same chassis, but the fact that's is created with alchemy should give it some differentiating abilities and traits. Having familiars share some basic traits is great, but then have some options which are only open to alchemist familiars and have an alchemical feel to them.


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Familiars in general feel like they were just tacked on. Like in one instance it says they are "tiny animals" and in another it says "if they are animals" which is kind of confusing. I'm guessing it should have been "tiny creatures" so you can have little quasits or a tiny slime. But it really just doesn't seem to benefit alchemists at all.


I just do not understand how that works. Is this just about my wizard creates with Craft Alchemy anything and hands it over to the familiar who can use it at the battlefield? Example: I give my eagle alchemist fire and he drops it on the battlefield.


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Raphael1 wrote:
I just do not understand how that works. Is this just about my wizard creates with Craft Alchemy anything and hands it over to the familiar who can use it at the battlefield? Example: I give my eagle alchemist fire and he drops it on the battlefield.

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Raphael1 wrote:
I just do not understand how that works. Is this just about my wizard creates with Craft Alchemy anything and hands it over to the familiar who can use it at the battlefield? Example: I give my eagle alchemist fire and he drops it on the battlefield.

This thread is ancient, but that is a question I'm not sure has an official answer right now. Currently familiars don't have a stat block and don't have a strength score, so as near as I can tell, it would only be by GM permission that a familiar can carry or lift anything. People are hoping that they'll clarify this soon.


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You are correct that the Alchemical Familiar class feat does not grant any Master Abilities to alchemists. This is because the Master Abilities are designed for classes that rely on their familiars for combat or spellcasting support. Alchemists, on the other hand, do not rely on their familiars for combat or spellcasting. Instead, they use their familiars for more utility purposes, such as delivering elixirs or retrieving items.

Despite not having access to Master Abilities, the Alchemical Familiar class feat can still be a valuable choice for alchemists. Here are a few reasons why:

It gives you an extra Infused Reagent per day. This can be helpful, especially at low levels when you have limited resources.
It allows your familiar to use Quick Alchemy. This can be useful for quickly creating alchemical items in combat or out of combat.
It gives your familiar the Manual Dexterity ability. This allows your familiar to use Manipulate actions, which can be helpful for tasks such as opening doors or picking locks.
Ultimately, whether or not the Alchemical Familiar class feat is worth taking for an alchemist depends on your playstyle and the specific campaign you are playing in. If you find that you are not using your familiar for combat or spellcasting support, then the Alchemical Familiar class feat can be a good way to get some extra utility out of your familiar.

Here are some other ways to make the most of your alchemical familiar:

Give it a good Perception score so it can scout ahead and warn you of danger.
Train it to use specific alchemical items, such as subwaylistens or caltrops.
Have it deliver elixirs to your allies in combat.
Use it to distract enemies or draw their attention away from you.
With a little creativity, you can find many ways to use your alchemical familiar to your advantage.


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