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Organized Play Member. 135 posts. No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.




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Ring of Minor Arcana (https://2e.aonprd.com/Equipment.aspx?ID=478) and the Robe of the Archmagi (https://2e.aonprd.com/Equipment.aspx?ID=464) both mention being an "arcane spellcaster" as part of various requirements of the items, but after doing some digging it's unclear to me as to what that actually means. The two cases I thought of off the bat are:

1. Does it mean having the "Arcane Spellcasting" ability? Good for wizards and magus but tough luck for rune witches.

2. Does it just mean you can cast an arcane spell? Otherworldly Magic for elves and being an Arcane Wellspring gnome give arcane cantrips but use charisma instead of intelligence so less arcane-y than a wizard or magus, but still technically casting arcane spells.

I know the robe states "characters who can cast arcane spells" and seems to equate not having that ability as not being an "arcane spellcaster" but it's less clear for the ring.

Given the robe definition I'm leaning towards #2 but I'd like to hear others weigh in on it.


So from reading the Boon section of the Organized Play guide, do I have it correct that Boons purchased as well as obtained from Chronicle sheets can be maintained like an inventory, and slotted and used as needed on a per adventure basis?

Or, once a boon in slotted it remains there until you sell it or use it up (in the case of limited use boons).

From the rules reading I'm 90% sure it's the former but that 10% remaining prompting this post.

Thanks!


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Vestofholding has a great thread and git repository of gathered errata. Truly stellar job.

There have also been some concerns raised about class abilities and item stats ,alchemist tools being 2 bulk for an example.

Has there been any word from paizo staff as to known post publish changes or acknowledgements of issues?

I've seen one or two "so and so said blank was wrong at gencon" type posts, so if you have any of those please share.


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So finally got to play 2e at Gencon. A friend and I played one of the PFS 1st level scenarios and I was excited to see how alchemists felt, since I'm fond of that class. The whole group used the iconic pregens and I got Fumbus.

I'm honestly really disappointed. For the most part I felt useless as a party member. My friend gave me their char's sling after I almost died after 1 round of melee and otherwise I had no ranged weapon besides my bombs. I spent most of the adventure shooting zombies with sling bullets for a 1d6 once a round, sometimes twice if I didn't have to move and had reloaded the previous round.

During the exploration phase I made a skill check here or there but nothing the rest of the party couldn't do. I failed a crafting check to fix something so the wizard did it instead.

I would have handed out my elixirs of life but everyone already had some. The GM made a point to space out the monsters so I couldn't splash damage them or they were in contact with my teammates, and it didn't seem like much sense to burn one of my bombs to do almost the same damage as the sling did. The one time I did have a chance to do splash damage was 1 extra point to one monster, which was underwhelming at best. The highlight of the evening was when I managed to land an acid bomb on the Big Bad the first round of combat while we whittled down the minions. It did 2d6 damage over 2 turns, at which point the barbarian ran up and did more damage in 1 non-crit attack than that bomb had up to that point.

So, a letdown for sure. Was I playing it wrong? I'm curious about other people's experiences with low level alchemists.

As it is I'm not entirely sure how the class made it into the rule book in its current state and I'm really hoping that it can be salvaged and be fun to play in the future.