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Can Alchemists make Alchemical items other than by using the Advanced Alchemy and Quick Alchemy features?

Are Alchemical items values supposed to be in sp instead of gp?

Should the bomb additives affect bombs made with Advanced Alchemy as well as those made with Quick Alchemy?

Does the damage bonus from handwraps of mighty fists stack with the increased damage dice of Bestial Mutagen?

Does the feral Mutagen feat add the damage dice from the fangs and claws to the value in Bestial Mutagen or change the type of dice being multiplied?

Do Alchemists ever get more than trained with Alchemical Bombs or light armor? If not, are empowering bombs supposed to make them more accurate? Or is the fact that they target TAC supposed to bridge the accuracy gap?

Will there be more elixirs in the final version of the game? There's a weird number of feats focused on elixirs given that they have relatively weak effects.

Are there any Alchemical items that have batches smaller than 4?

Alchemists really can't qualify for Remarkable Resonance with their intelligence instead of charisma given that the class is based around resonance?


Draco18s wrote:

It does, just...

Ok, it's odd and needs clarification:

Quote:

Benefit You gain a +3 item bonus to Athletics checks and

unarmed attack rolls.

"Attack rolls" get an item bonus, yeah. But the damage is just the "increases to" I mentioned. Which in 1E would indicate they were different things, but here I'm not sure.


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bookrat wrote:
Klladdy wrote:
So I just saw that mutagens don't even work with Advanced Alchemy or Quick Alchemy since they are uncommon . . . RIP Mutagens
I can see that they don't work with quick alchemy, but why not advanced alchemy? I don't see where advanced alchemy limits you to common alchemical items.

First paragraph under Advanced Alchemy:

"You can use this feat to create common alchemical items as long as you have their formulas in your formula book, thought their power is fleeting."

So, it's actually worse. Alchemists can currently only make common alchemical items at all without taking the alchemical crafting feat separately.


Draco18s wrote:
Ablifco wrote:
Is there anything that stops the damage bonus from Handwraps of Mighty Strikes from stacking with the damage bonus of Bestial Mutagen?

You mean the extra dice?

Good question.

They aren't explicitly called out as being a typed bonus, but if we assume that any +X bonus gets applied to a weapon making it magical (the whole +1 weapon thing) it's the +X that adds the bonus dice (i.e. that's what it does) then the +X from the mutagen and the +X from the Handwraps don't stack because they're both "item bonus" and the extra dice use the same value of whichever bonus is larger.

But that's not explicitly stated anywhere.

The reason I ask is because Bestial Mutagen doesn't have a +x. It "increases to x damage dice"


Klladdy wrote:
So I just saw that mutagens don't even work with Advanced Alchemy or Quick Alchemy since they are uncommon . . . RIP Mutagens

We'll, that's a pretty huge blow to the class. I wonder if that's intended or an editing oversight.

While we're on the Mutagen topic though:

Is there anything that stops the damage bonus from Handwraps of Mighty Strikes from stacking with the damage bonus of Bestial Mutagen?


shroudb wrote:
Ablifco wrote:
I think the low cost skill you're looking for after level five is the Mutagen. Bestial Mutagen effectively replaces a magic weapon, juggernaut Mutagen adds some defensive abilities, etc. It just depends on if your alchemist has a magic weapon or wants the feral Mutagen feel from 1e. 1 RP per battle, at most. And it comes online at five, just when you're concerned about the bombs dropping off.

Mutagen is not a replacement. They are actually fairly weak in general, about what you would expect from a non magical potion.

At lvl 5 using your example, you can do 3d3 damage fists and gain some penalties to a bunch of things,including -2 to AC and reflex.

It takes 2 actions to drink, and you don't get the benefit until the 3RD round of combat, which is terrible.

For 1 RP you can do so twice per day.

For the same 1 RP you can use a handwrap+1 and be generally better at combat. Or even better, use a +1 weapon, do 2d8 damage and not have a penalty and you won't waste any RP as well

It takes 2 class feats, one for instant onset and a second for the extra die for mutagens to come barely on top of a single magical weapon (which you can easily have by level 5,remember,20 alchemists fire= one +1 weapon)

On mobile so sorry for formatting.

Just a couple things. It's a plus 2 item bonus to hit and 3d4 damage. d3 in 1E. Only a -1 to AC and the others. Which is equivalent to a +2 handwraps, not +1.

It only takes one operate action to drink. Are you counting one for drawing it?

To each their own. I like the mutagens, and I think they're effectively this class's low cost combat ability. I don't need them to make me a fighter, just to give me an option in combat other than bombs. Poisons also look great in this edition, and you can prep those in downtime.

I think there's plenty wrong with the class, but your original post was looking for this class's cantrips, and I'm pretty sure that's what Mutagen is.


I think the low cost skill you're looking for after level five is the Mutagen. Bestial Mutagen effectively replaces a magic weapon, juggernaut Mutagen adds some defensive abilities, etc. It just depends on if your alchemist has a magic weapon or wants the feral Mutagen feel from 1e. 1 RP per battle, at most. And it comes online at five, just when you're concerned about the bombs dropping off.