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The main issue with Alchemists as a whole is that they need to divide their stat distribution among way too many areas to be relevant in combat. Yes they can drop Charisma and even having Wisdom as a low stat isn't THE WORST, but their main stat (Int) is only really useful for poisoners and to give them a few extra things to craft. Given how many things are immune to poison and how Alchemists end up crafting free stuff, neither of those things is a good enough use for Int. They have BUNZ AC, which wouldn't be so bad if they were bulky, but they are not, so you need to have good Con if your are gonna be in the fray (like the mutagenist) and good Dex either way because you need to hit stuff (which is even harder given their terrible aim and short range with Bombs). Adding to all that mess, the Mutagenist needs Str because Bestial mutagen is awful and doesn't offer Finesse with the Claws (come on guys). So thats 4 stats that need to all be at 16 at level 1 to keep the character even kinda relevant in combat, which is impossible. Here's a workaround:

Pathfinder 2e Alchemist Rework

The goal of this custom rework is to address the overall mechanical mess that is the Alchemist. The ideal role of the Alchemist in combat should be that of a character who uses consumable creations to prepare their allies for any eventuality and less efficiently temporarily fill situational needs. Healing elixirs that can be divided among the party before battle, or administered as needed, but are less effective than a full healer might be. Mutagens that enhance certain aspects of the one who imbibes it for temporary buffs (at the cost of a drawback). Bombs that deal AOE damage, DOT and/or inflict short-lived conditions at a short to medium range. Poisons that inflict longer lasting conditions. Alchemical items that provide other forms of support situationally. The Alchemist should be rewarded more for planning in advance than they currently are, with less focus on buffing the Quick Alchemy feature, as that is what most significantly differentiates them from other classes. Out of battle, they should have a significant leg-up on crafters from other classes. Additionally, the subclasses needed a whole bunch of love and the redundancy of the Feats needed to be addressed. The following is my attempt at accomplishing these goals. If any aspect of the class is not mentioned, assume they are unchanged. This includes some weaknesses of the class that I feel are appropriate for balance (the low AC, capping the class DC at Master, low Perception and Will save, etc).

NERF: Quick Alchemy should require 2 free hands, rather than 1 (I feel like using the required alchemical tools to create a formula in 1 action with 1 hand, aka 2 seconds, is ludicrous). *An item created with Quick Alchemy is considered to be held upon creation (this was unclear in the book)*.

Research Fields:
Bomber: No change at level 1, 5, or 7. At level 13, their Greater Field Discovery changes to “The Bomber’s Proficiency with Alchemical Bombs increases to Master” (this change more significantly differentiates the Bomber specialization from the others and eliminates lazy redundancy, while providing the subclass with a little much-needed reliability). No change at 17.

Chirurgeon: At level 1 the first paragraph remains the same, but the second changes to “The Chirurgeon adds +1 to all Medicine Checks for each level of Crafting Proficiency they have (Max +4). This change rewards the Chirurgeon for continuously investing skill points in both Medicine and Crafting, while distinguishing it as a Doctoral specialization that is best suited to non-magical healing. No Change at level 5. At level 7 the Chirurgeon gains “Additionally, Antidotes created by the Chirurgeon grant the drinker Poison Resistance equal to half their level”. Just trying to make Antidotes suck less. No change at 11. At level 13 their Greater Field Discovery changes to “During your daily preparations, you may customize a batch of Elixir of life to tailor fit a creature’s anatomy. Creatures who drink an Elixir from a batch that has been customized to them gain the maximum hit points possible for that elixir, instead of rolling to determine the number of Hit Points regained. Only 1 batch can be customized per creature per day.” This change reduces the effectiveness of the Chirurgeon’s Quick Alchemy, but rewards them for handing out their batches at the start of the day, while having a more appropriate flavor and more logical functionality (why would a hastily crafted elixir be better than a stable one?). No change at 17.

Mutagenist: At level 1 the Mutagenist loses the second paragraph (because it was left in by mistake, obviously) and gains “The Mutagenist gains additional effects when drinking a mutagen they created using their Infused Reagents, which is specific to that mutagen.”
Bestial= The Mutagenist may use their INT modifier instead of STR for Athletics Checks, unarmed attack rolls and unarmed attack damage.
Juggernaut= The Mutagenist gains additional temporary hit points equal to their INT modifier + the level of the mutagen (minimum 1).
Quicksilver= The Mutagenist may use their INT modifier instead of DEX for Acrobatics, Stealth, Thievery and ranged attack rolls.
Cognitive= The Mutagenist gains an additional +1 situational bonus to the buffed skills.
Serene= The Mutagenist may use their INT modifier instead of their WIS for Perception, Medicine, Nature, Religion and Survival Checks.
Silvertongue= The Mutagenist may use their INT modifier instead of their CHA for Deception, Intimidation, Diplomacy and Performance Checks.
This change is designed to give the Mutagenist a 1st level differentiation (which they didn’t have), as well as give flavorful credence to the fact that “they are the only ones crazy enough to drink their mutagens”. The Mutagenist’s body reacts to their own Infused essence, causing their Intelligence to affect more than just their minds. This also removes the awful requirement that they split their stats so much that they can’t POSSIBLY maximize anything. No other change is necessary.

Alchemical Savant is now a 3rd level feature that all Alchemists get automatically. This prevents other classes from gaining it as an Archetype feat (thus further cementing the Alchemist’s unique crafting role) and removes the need for the Alchemist to spend a Feat on something so situational.

Feats:

Lvl 1:
Alchemical Familiar= Unchanged
Quick Bomber= Unchanged
Revivifying Mutagen= Moved from level 2
Gifted Healer= Creatures who drink an Elixir of Life you crafted add your INT modifier to the amount of Hit Points recovered.

Lvl 2:
Poison Resistance= Unchanged
Far Lobber= Moved from lvl 1
Smoke Bomb= Unchanged
Combat Medic= You can create an Elixir of Life, Antidote or Antiplague with Quick Alchemy and administer it to yourself or a willing creature as part of a single action.

Lvl 4:
Calculated Splash= Unchanged
Efficient Alchemy= Unchanged
Enduring Alchemy= Unchanged
Mindblank Mutagen= Moved from 18th level and changed to “When you’re affected by a serene mutagen you created, you, your possessions and your auras are unaffected by detection, revelation and scrying effects equal to, or less than half your level.”

Lvl 6:
Combine Elixirs= Functionally unchanged *should note that this cannot combine 2 elixirs that both have the Polymorph trait*
Debilitating Bomb= Unchanged
Directional Bombs= Unchanged
Expanded Splash= Moved from level 10

Lvl 8:
Feral Mutagen= Unchanged
Powerful Alchemy= Changed to grant the DC adjustment to Alchemical items created with Advanced Alchemy, rather than Quick Alchemy.
Sticky Bomb= Unchanged
Merciful Elixir= Moved from lvl 10

Lvl 10:
Elastic Mutagen= Unchanged
Greater Debilitating Bomb= Unchanged
Extend Elixir= Moved from lvl 12

Lvl 12:
Invincible Mutagen= Unchanged
Uncanny Bombs= Unchanged
Greater Merciful Elixir= Moved from lvl 14

Lvl 14:
Glib Mutagen= Unchanged
True Debilitating Bomb= Unchanged
Eternal Elixir= Moved from lvl 16

Lvl 16:
Exploitive Bomb= Unchanged
Genius Mutagen= Unchanged
Permanent Mutation= You have successfully permanently altered your anatomy. Gain one of the following:
Wings= Fly Speed of 30 feet
Fins= Swim Speed of 30 Feet
Stinger= gain an unarmed tail attack with a 10 foot reach that deals 1d8 piercing damage and 1d8 persistent poison damage. DC 18.
Spines= gain retractable spines that deal 1d10 piercing damage to any creature that grappes you or hits you with an Unarmed Strike. Extend or Retract with 1 action.
Carapace= Gain +2 AC.
Echolocator ears= Gain precise hearing out to 60 feet.

Lvl 18:
Improbable Elixirs= Unchanged
Miracle Worker= Unchanged
Perfect Debilitation= Unchanged

Lvl 20:
Craft Philosopher’s Stone= Gotta figure out a cooler thing for the stone to do.
Mega Bomb= Unchanged
Perfect Mutagen= Unchanged


Hey, so where does it say that Mage Armor can't be cast while wearing armor? I'm reading the description in the 2e Core Rulebook and it doesn't have that as a prerequisite. Can't you just cast it while wearing like, studded leather armor, thus granting you an additional bonus to AC, while not capping your Dex, all for the cost of 1 slot per day? That seems pretty decent, but not particularly broken. I know 5e says you can't be wearing armor, but I'm not seeing it here...