Davron/Taters's page

10 posts. No reviews. No lists. No wishlists.




I'm undecided between a few feats to take at level 7. I am the party healer, of 4 total.

Right now I'm torn between Fleet, Toughness, and Incredible Initiative.

Fleet: I'm a halfling with 25 speed.

Toughness: I currently have 76 max hp.

Incredible Initiative: I have no increase to initiative, which I think no one has any unless they take that feat.

I bought a bomb launcher so I can now launch my bombs in 60 ft increments, so I might not need the extra 5 speed. Being the dedicated healer I might want the extra hp to have a chance at healing the group if things get hairy. Having a permanent +2 to initiative could be good, especially with my new bomb launcher as I could get higher in the combat list and start dropping bombs on the enemies without damaging my party.

What are others' opinions? Also if you have any other suggestions I welcome them, but please include why you are suggesting them.

Thanks all!


I need some help with deciding what to take as my free archetype dedication at 6 please.

I am playing a Chirurgeon Alchemist, and with the help of me GM was gifted a full formula book from the first quest we did so I have access to just about 100 formulas. about 2 dozen bombs and many different elixirs. I also took Medic dedication at 2 and again thanks to my GM, and due to the medic feats either not being available (preventative treatment at 8 and resuscitate at 12) or already taken (doctor's visitation at 4) I have been allowed to take a new dedication early. My issue is that I don't really know what to take, and not taking anything I feel will make me under-powered later on.

Originally I had decided to take inventor ded with armor innovation so I could get the slightly better subterfuge armor and maybe the +5 speed modification to bring me up to 30 speed, that or the subtle dampeners as only two of our 4 at the table are remotely stealthy and I may be inching ahead of the other person. Then I had looked closer at the Rogue ded and it's immediate ability to give me another skill feat, though not entirely sure which feat to take there. Doing some research I saw that a lot of people say that the Exemplar ded is amazing with Chirurgeons with the Horn of Plenty, but with the immanence I think it may be more of a hindrance that benefit. Sure I could heal up to 2 people with an elixir of life, with shifting the immanence back into my ikon, but my character is a halfling that is going on their first adventure and doesn't really believe in divine beings, let alone myself getting any sort of divinity.

One of the other members at my table, who is far more experienced, suggested Lepidstadt Surgeon, Sentinel or Wandering Chef. My character is a cook, and the surgeon says I would have needed to attend the university of Lepidstadt to take that dedication. They said sentinel could help with survivability and with wandering chef I wouldn't be able to take full advantage of the dedication. I wouldn't get the 4 VVs it gives and a lot of the alchemical food doesn't seem good enough to take. I only have 3 alchemical food formulas currently, Sprite Apple, Tracker's Stew and Diplomat's Charcuterie.

I'm the dedicated support, which I was told to ask the other players to get some sort of healing as if I go down then they are screwed, but the others have been able to buy healing potions whenever we go back to town.

So I'm not really sure what to take. Exemplar seems to be the prevailing choice as we have all gone down, but not died, a few times already and using the horn would allow me to heal better as while I have healing bomb it heals everything around my target and is more limited with my 20 ft throwing distance vs the horn's 60 ft.

Any other suggestions are appreciated. Thanks.


Okay I don't remember where I read this but at some point today I thought I had seen that an Alchemist only needs a single formula per item to be able to make any level of it. Can someone please clarify this for me?


To get anyone that looks at this on the same page I am a chirurgeon alchemist and took Assurance (crafting) at lvl 3.

I'm looking at what I might be taking for my lvl 7 feat and I'm thinking of taking Risky Surgery based on what people say here.

With Risky Surgery it says that if a success is rolled to Treat Wounds then it is treated as a critical success. How does that work with Assurance, if at all? If I were to use Treat Wounds at expert level would I be healing for the crit amount or would I still have to actually roll and get a success?

Another question based on this. I took Ward Medic at 4, if I heal multiple people would I have to roll for each person healed or roll once and apply that to all for the damage that Risky Surgery does?


Hello all, I'm both new to P2E and the Alchemist class and I had some questions that I've tried asking my DM and another in my group that has several thousand hours playing on Roll20 (P2e that is) but neither of them have played an alchemist to be able to answer them.

1. Quick Alchemy: So the second part of QA, quick vial, states that an alchemist can make a versatile vial for the use as a bomb or for the versatile vial option of the selected research field. I am a Chirurgeon just to mention it somewhere. My current understanding is that I can make a vial, without using one that I already have of the 6 max(lvl 3 currently with 4 INT), and turn it into a bomb to which I have a formula for OR, in the case of chirurgeon, a sort of elixir of life that I can throw at someone/thing that loses the acid and splash traits but gains the healing and coagulant traits. Is my understanding correct? I have been reducing my VV quantity whenever I make a bomb, that isn't the VV acid bomb, because of this. Am I instead using the first part of QA, create consumable, and using a second action to throw my bomb correctly?

2. When would I say that I want to make my formulas? Currently I have only been using my VVs with QA during fights because I'm not sure when I would say that I want to make lasting elixirs, bombs, poisons, etc. To be fair my group hasn't really needed the extra healing. I was given a formula book after our first quest and as per the DM it was completely filled with alchemical formulas so I now do have access to a lot of stuff I can make. I'm just not exactly sure when I would be able to make stuff that I would stow and of course use actions to dig from my backpack to use. Would I ask the DM if I could run off to make stuff? I do also have an alchemist's toolkit so if I'm understanding Advanced Alchemy correctly I can just make up to 8 things without taking any time or the normal materials cost, yes? Am I limited to making only 8 formulas per day or just at a time? Like, could I make as many as I could stow in my backpack?

3. Along with #2 I took the Alchemical Gauntlet formula. How does that one work exactly? I bought a regular gauntlet for myself but have yet to inquire about using the formula to make it alchemical. Did I make a mistake in buying the mundane gauntlet when I can make the alchemical version separately? Also, one of my group has a gauntlet bow and I had said that because I have that formula I wanted to enhance it for them so that they could get extra versatility, if they wanted to. They said that I wouldn't be able to, though I cannot remember the reason why.

4. I took Blowgun Poisoner at 2 because while I have access to about 20 bombs they all have splash damage and 2 of the 4 in the group use melee attacks and I didn't want the damage I dealt, albeit 1 or 2, to potentially be either us winning or losing the fight. The description for blowgun poisoner doesn't specify if adding the poison to a dart costs an action so I wasn't sure if attempting to use one of my injury poisons with the blowgun would be 2 or 3 actions. 1 action for QA or pulling the poison from my bag, 1 or none to coat the dart then 1 to attack.

5. With QA, the description says "Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead," how does this affect drugs? I was able to discuss this on the P2e subreddit and my own group but there was conflicting interpretation. I was curious as to how QA would work with drugs in the game. When I asked in the subreddit the one person that replied said that any drugs that had an onset time greater than 10 minutes wouldn't take any effect because by the time the onset timer finished the drug effect would become inert. My group said that despite the onset timer the effect wouldn't START until it was done and then after 10 minutes it would end. The discussion on the subreddit was for if drugs made with QA would eliminate the Addicted condition to whichever drug was used. Someone else, prior to my own question, had said that the Addicted condition could be neglected because the effects of the drug would end after 10 minutes. Their words were "Addiction is a disease, which is an effect. All effects of items created through Quick Alchemy have a maximum duration of 10 minutes. The Onset of addiction is a day, meaning regardless of what is rolled the addiction is removed before it does anything." Can I please get clarification on this?

6. Last one, for now. I also took Medic dedication and Battle medicine at 2, DM is allowing the free archetype. Medic says that once per day you can use Battle medicine on a creature that is temporarily immune due to having already been treated with BM, but it doesn't specify if that's one, overall, creature per day or that I can use BM on multiple creature a second time once per day. Which one is it?

Thanks to anyone that helps clarify this stuff for me. I understand that alchemist isn't really a beginner class but I'm having fun regardless. Also it's a bit too late, maybe, to change my mind, and no one else was making a healing class. I just thought that the alchemist would be better than a magical healer as I wouldn't have to deal with spell slots.