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A couple things about Alchemist that is being missed i think:

- If Alchemist items didn't need resonance you wouldn't have cha most likely so you get up to 4 "free" resonance for your alchemist items.

- When you create items for the day you get 2 for elixirs/bombs/poison and you can create up to 10 in the beginning that don't cost you resonance later(for elixirs). With this at level 4 your healing is better per resonance on yourself which drops at level 5 and at 8th+ you can heal yourself more per point.

- You can try to create an alchemist item with no resonance using quick alchemy and still use it if it's an elixir.

- With up to 10 free bombs a day the cleric gets 4 uses compared to your 10 and they have to use 2 actions per cast so no doing 2 attacks in 1 turn.

- If you decide to focus on mutagen damage instead at low level you have LOTS of healing and an elixir that makes your unarmed deal 1d6 for 1 hour

- When you get access to mutagen that is the first level you should be capable of finding +2 weapons and you have a mutagen that makes you have equivalent of +2 for 1 minute.

- You CAN create MUTAGENS with ADVANCED ALCHEMY if it's at the beginning of the day. Also giving mutagens to your monk or animal barbarian is quite strong as well if they haven't gotten an equivalent weapon yet.

- If you get prepared before combat you can have poisons prepared to apply to weapons that could potentially add quite a bit of damage if combat doesn't end immediately.

- Bottled lightning and Tanglefoot bags seem to be useful even at higher levels for the ability to make someone flatfooted or entangled. I don't think this is worth the trade off but the chance to hit on your 2nd attack goes down quite a bit if they're your level or higher anyways.

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The advantage of half-orc/half-elf is that you get those 2 free assignments that can go along with low-light and 2 hp or low-light and +5 foot movement. At least those 2 are the most mechanically powerful and the half-elf one is equal to a general feat that gives +5 foot movement and the 2 hp is like half of toughness at low level.

The Half-orc Ancestry feats don't seem that good but neither is half-elves but elves have some decent ones like gaining another +5 foot of movement could be fun. Anyone planning on playing a half-elf with 35 foot movement at level 1 and 40 at level 3, even more if you go barb or monk?

Perhaps half-orc and half-elf should get a choice of 2 of the weaker ancestry feats as well to balance it out a bit since they're using the ancestry feat to be like elves or orcs(which are similar to dwarves which we can actually play).

Just realized half-elf over an elf gets 2 more hp in addition to not losing con which is potentially 2 more hp at every level..