Faun Chirurgeon

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The Exchange

I don’t have the pdf yet but I’m playing a Kineticist and was planning on picking up Kinetic Activations. I was wondering if anyone noticed any elemental traits being added to spells in the remaster?

The Exchange

On second thought, I guess there’s nothing stopping a Witch from giving their familiar Lifelink every day and face tanking their familiar’s killing blows. Still feels like an odd oversight.

The Exchange

The Witch is looking great and terrible. I love the cauldron and wand but the familiar stuff is painful. Couldn’t they have at least given them the Tough ability for free since they’re expected to be in combat? You’re going to be wasting slots on any protective spells for your familiar if you want it in the thick of things to use their cool abilities.

The Exchange

I still think we need to wait to see the entire remastered class to see where these feats land. Just on a basic level having something like Sacred Ground, and whatever resource-free healing feats follow, it's nice to free up your feats so every healing cleric doesn't also have to be Doctor House, MD. It helps to open up more skill focuses along with them freeing up charisma as your secondary stat.

I do wish it was level 2 but I get it being bumped to 4 to follow around when you'd get Ward Medic as a dedicated healer.

The Exchange

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foxpwnsyou wrote:
Raise Symbol is fairly OP...not a fan of it tbh...Sacred Ground is cool though...was worried about power creep with the "Remaster" and it begins.

Can't consider it OP when we don't know the new power baseline across the board.

Sacred Ground excites me as someone who enjoys playing a healer. I'm hoping there's a feat line attached to it to grant some improvements.

The Exchange

With all this Alchemist chatter I’ve been thinking Mutagens need a full remaster across the board. Get rid of the weird drawbacks and just replace them with status effects that either affect you during their duration or after. It becomes more of a gamble to use them rather than getting slapped on the wrist immediately upon use.

The Exchange

aobst128 wrote:
I think if the class remains without the ability to interface with combat in the same capacity as other classes, it's gonna remain painful to fight with. A martial chassis makes the most sense along with some more nuanced changes. A "quick use" ability would be pretty handy.

I agree with SuperBidi about the Alchemist not being a martial. It should be a modular class that can step into or blend any roll depending on their resources. If mutagen drawbacks weren't so harsh this bit would feel better. This is why I'm hoping they get an ability to suppress the drawback, even temporarily similar to Psychic's Unleash.

My greatest hopes are action enhancers, powerful alchemy from level 1, legendary class dc, resource replenishment, and mutagen drawback suppression/reduction.

The Exchange

SuperBidi wrote:
siegfriedliner wrote:
The path of least resistance fix to a alchemist is give them marital proficiency in weapons and armor.

It's not fixing, it's giving up. The Alchemist is not a martial. Making a martial out of it because it's too hard to make a proper fix is not what I want.

I hope Paizo will be able to keep what makes the class unique and develop that instead of just handwave it and make a basic martial out of it.

As of now, the Alchemist "uniqueness" is, in my opinion (it's a personal list, there are certainly other things people like):
- The way Mutagens allow you to push beyond the boundaries (in reach, unarmed attack damage and damage buff).
- Elixir healing and how it is very different from spell-based healing.
- Poison mechanics.
- Buffing.
- Bombs mechanics.
- Utility.

Right now, Mutagens are too punitive on defenses so most strange builds are paper made.
Elixir healing is really hard to use due to action economy issues. And Elixir of Life leveling is quite bad.
Poison has nearly no support, especially poisoning your allies' weapons. I'd love something to encourage a broad use of poison.
Buffing is dependent on either poison or Mutagens so same issues than above.
Bombs work quite fine.
Utility works fine once you get to mid to high levels.

So instead of giving martial proficiency, I'd prefer something to address all these play styles (a way to reduce Mutagens effect on defenses, especially saves, action economy enhancers for Elixirs and more granularity for Elixirs of Life, some Poison feats that are not based on you using poisons but anyone using your daily poisons, etc...).

These are all great points. I really think the class at a baseline needs Quick Draw, whether that just be for infused items or all alchemical items. Alchemists should be able to mitigate the drawbacks of mutagens to make them more unique users of the items since the concept is so closely tied to the class identity.

The Exchange

SuperBidi wrote:
Eoni wrote:
I think you’re running into an issue here where the “strongest mid-level healer” can just be replicated with a Witch with Alchemical Crafting and some downtime or with the Alchemist Dedication and still have full casting on top of that.

Given an infinite amount of money and downtime everyone can become a better Alchemist than the Alchemist.

Luckily, there are charts about how much money you're supposed to get at every level and if your Witch starts siphoning the party money because "I want to be an Alchemist!" I'm pretty sure they're gonna get kicked from the party quickly.

This is why I mentioned the Alchemist Archetype. But even still, a caster who wanted to focus on crafting items won't be hurting for gold since they don't have runes to worry about.

SuperBidi wrote:
Eoni wrote:
Also a Chirurgeon shouldn’t need to go out of their class to be viable in combat flat-out.
The class design unfortunately encourages that. Look at all the crazy combos involving a specific Alchemical Item. There are so many Alchemical Items and they are far less thought out than spells ending up with a lot of mini combos all around. The Alchemist is a class for the one who loves shenanigans. Ignoring that when balancing the class just means that the shenanigans-based builds will just overshadow other builds and potentially push the ceiling (in that case, the ceiling in healing).

I'm not attacking you but it's starting to feel like you're getting trapped in Devil's Advocate spiral trying to defend the Chirurgeon instead of thinking up ways to make the class overall smoother. I'm advocating for the dissolution of subclasses and an overall overhaul because right now the only benefit of the Chirurgeon is being able to use crafting for Medicine checks. I don't know if that's enough to justify the imbalance of concepts within the class right now.

There are ways to be an effective Chirurgeon within the class but they're all Bomber feats and don't necessitate you being a Chirurgeon at all. It's why I think we need to scrap the idea of subclasses since they're just boxes constraining the concept.

Quick Bomber, Far Lobber, Healing Bomb, Perpetual Breadth, Sticky Bombs, and Uncanny Bombs lets you heal and damage at a safe distance. You'd just set aside a number of reagents as a healing font to use during battle. Take advantage of Quicksilver Mutagen with Numbing tonic to increase your hit bonus to contribute with bombs and a reload 0 weapon that you can also use Life Shot ammo for as a minor heal in combat. You're able to effectively damage and heal at a distance. I've built this exact build for Kingmaker and thrown in Talisman Dabbler to make free retrieval prisms to smooth out action economy at higher levels.

I agree about item shenanigans. That should be the entire point of the class otherwise you are just a walking shop. I want them to lean into that more. If it truly becomes an issues down the line then errata will handle it but I can't imagine anything an Alchemist can do right now that would be earth shattering.

The Exchange

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SuperBidi wrote:
shroudb wrote:
the real issue is that choker-arm only works if you forgo everything that's not healing, and that's bad.

Also, to bounce off that, this is wrong. A full support Chirurgeon works fine. If you consider this build:

Alchemical Familiar
Witch Dedication
Enhanced Familiar (Independent, Manual Dexterity, Valet, Extra Reagents)
First Lesson (Elemental Betrayal)

By level 6 you should be able to either grab or produce Collars of the Shifting Spider for you and your martials. So you go for Choker-Arm Mutagen when you give Energy Mutagens to your melee martials (the drawback of the Energy Mutagen is acceptable). With Elemental Betrayal, you increase martial damage by 25% roughly. You also have Electric Arc, not crazy but functional.

You can continue with Psychic Dedication and Psi Development for Amp Guidance and Glimpse Weakness (and 3 Focus Points which will soon be a thing).
Or you can choose Bard Dedication, Inspirational Performance and Lingering composition (but it takes longer to get online).

And obviously you have Poisons and Elixirs from your class. This is in my opinion one of the strongest mid-high level buffers in the game and also a capable healer.

The Choker-Arm Chirurgeon is very far from bad.

I think you’re running into an issue here where the “strongest mid-level healer” can just be replicated with a Witch with Alchemical Crafting and some downtime or with the Alchemist Dedication and still have full casting on top of that. That shouldn’t be the case for the class who’s whole niche operates around being the item guy. The items themselves are fine. The issue lies with what Alchemists are able to do with them uniquely.

Also a Chirurgeon shouldn’t need to go out of their class to be viable in combat flat-out. Hell, the Alchemist needs more familiar feats to support the homonculi meta.

The Exchange

SuperBidi wrote:
shroudb wrote:
a close quarters melee chirurgeon with an offensive mutagen is much more threatening than throwing a cantrip or two.
That's not the fantasy I put behind the Chirurgeon Research Field, I was explaining how to make a healer out of it. Obviously, if you don't care much about healing (outside self healing), you can ignore the Choker-Arm Mutagen. But as of now, it's hard to handle the extremely short range of the Chirurgeon without it.

I think we need to focus on expanding their options for delivering elixirs that are unique to Alchemists. Right now anyone could replicate the Chirurgeon with enough gold. I’d rather they be able to do unique things with existing items. With action enhancers the Chokerarm Mutagen is a great option for Alchemists who want to focus on healing but it shouldn’t be the only option. A level 1 feat to enable distance elixir delivery would be great.

Blood-seeking Syringe Additive 0 Feat Level 1
2 actions
You’ve learned how to craft temporary simulacrum of harmless Bloodseekers and imbue them with the contents of a single elixir that you can deliver remotely. You interact to draw an infused Elixir or use Quick Alchemy to create an item with the Elixir trait and deliver it to a target within 30 feet.

The Exchange

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I came up with a whole slew of feats and features last night, trying to lean into the Alchemist straddling the line between martial and caster. I'm not 100% on what level the feats should land but I think the features make sense.

Transmute Reagents lets you essentially refocus your reagent pool to really take advantage of Quick Alchemy.

Polypurpose Panacea turns everyone into pseudo bombers and fixes some of the harsher action economy issues for healing focused Alchemists. (Quick Bomber would stay a feat for people who want to focus on bombs)

Signature Items roughly follows Signature Spell progression and reduces Quick Alchemy costs.

Alchemical Discoveries let you innovate your class daily produce unique effects.

Quote:


Features

Transmute Reagents Level 1
Activate 10 minutes (Interact)
You use your alchemical knowledge to scavenge through readily available natural or unnatural resources to produce new reagents in your temporary lab. As a 10-minute activity, attempt a Crafting check that has a standard DC for your level. After your lab work you must return to your notes to find new avenues of innovation and you can't use Transmute Reagents for 1 hour.
Critical Success: A sudden flash of brilliance takes hold and you've discovered a way to truly transmute matter. Add half your Intelligence Modifier of batches to your Infused Reagents, rounded down. Success: You've managed to have some minor inspiration. As Critical Success, except you add 1 batch to your Infused Reagents.
Failure: Your work has proven derivative and you have been left wanting for results, wasting the resources at hand.
Critical Failure: Desperation has made you sloppy and in your haste to test reagents, you have poisoned yourself. You take poison damage equal to your level.

Polypurpose Panacea: (1 action) Level 1
Frequency once per round
Fortune favors the prepared and you have calculated for risks within a 99.9% margin in your daily preparations. You Interact to draw an Infused Item and use it with one action.

Signature Items: Level 3
You have devoted your lifetime to the study of unlocking the potential of a select number of formulas. When your advanced alchemy level increases to 3, select 2 alchemical formulas to become Signature Items. You have learned how to dilute these formulas and retain their potency to create more. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. In addition, you’ve learned how to cut corners with these items during Quick Alchemy. Reduce the cost of Quick Alchemy by 1 batch when crafting these items. At every odd level, select 2 new items to add to your list of Signature Items.

Alchemical Discovery/ Level 9
Through extensive research in the field, you’ve discovered more than you’ve forgotten. When you make your daily preparations, you gain one Alchemist feat of 8th level or lower that you don’t already have. You can use that feat until your next daily preparations. You must meet all of the feat’s other prerequisites.

Improved Discovery Level 15
Your extensive field experience has given you deeper insight into new scientific possibilities. When you use alchemical discovery, you can gain two alchemist feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats’ prerequisites.

Feats

Slough Skin: (Reaction) Level x
Trigger: A creature hits you critically and you can see the attacker.
Requirements: You have an active mutagen.

At the last possible second, to avoid certain death, you bite a capsule hidden in your mouth to dissolve the mutagen coursing through your body and shed your skin to blunt the blow. Reduce the degree of success to a regular hit. Your active mutagen ends and you become Sickened 1 for 1 round.

Eldritch Poisons: Additive 2 Free Action Level x
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item that has the poison trait and is at least 2 levels lower than your advanced alchemy level.

You’ve discovered how to tap into the potential of the outer spheres and imbue its power into your poisons. You can spend 2 additional batches of reagents to enhance the power of your poisons and bypass the immunities of creatures affected by the poison.

Blended Mutagen: Additive 2 Free Action level x
Prerequisites Extend Elixir
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item that has the mutagen trait and is at least 2 levels lower than your advanced alchemy level.

You’ve discovered how to mix two mutagen into a single unstable concoction. You can spend 2 additional batches of infused reagents to add a second mutagen to the one you’re crafting. The second mutagen must also be at least 2 levels lower than your advanced alchemy level, and the combination mutagen is an alchemical item two levels higher than the higher of the two mutagens’ levels. The duration of the combined mutagen is the shorter of the two. When consumed, choose one of the mutagen to be active and the other to be dormant. With an interact action you can make a standard-level Crafting check to tweak the ratio and switch the states of the mutagens. On a critical failure you wretch up the concoction and become sickened 1 for 1 round.

Time-Release Capsule: Additive 3, Processed Level x
Activate 10 minutes (Interact)
Trigger You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 3 levels lower than your advanced alchemy level.

You’ve discovered how to prepare a special capsule containing a concentrated version of one elixir. You can spend 3 additional batches of infused reagents to enhance an elixir that is at least 3 levels lower than your advanced alchemy level. Calculating the correct dosage and digestion time, you set it to go off at the perfect moment. During the crafting, choose a trigger under which the elixir will be consumed, using the same restrictions as for the trigger of a Ready action. You can only ingest a single Time-Release Capsule at a time. Consuming another one or ingesting an Alchemical Elixir before the trigger is met dissolves the capsule harmlessly and negates its effect.

Designer Poison Processed Level x
Activate 10 minutes (Interact)
You’ve learned how to trap the potency of poisons in any state during the distillation process. By spending 10 minutes, the alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. In addition, they can modify the onset time to instant, 1 minute, 5 minutes, or 10 minutes.

The Exchange

Temperans wrote:

Alchemist needing alchemical items to be good is good.

Alchemist needing specific items because anything else is bad is bad.

Alchemist needing specific items and specific dedications is really bad.

Alchemist needing specific items, specific dedications, and specific feats is horrible.

Right now alchemist is at the bottom and is horrible. Just adding better items does not fix the issue. Just adding more archetypes does not fix the issue. Just fixing feats does not fix the issue. So I will agree that Alchemist should not have had subclasses, instead those subclasses should had been class archetypes made specifically to support that sort of playstyle.

This exactly what I meant. I want the Alchemist to use items and be able to draw out their full potential. Right now Bombs are the only items with full support. Give us a feat to temporarily suppress a mutagen’s drawback with a craft check. Give us a flourish action feat to draw and drink or feed someone an elixir. Bring back stuff like poison conversion, poison skin, and celestial poisons as feats so those items stay somewhat relevant. Changes like these would let them avoid having to publish new items to fill unforeseen weaknesses in the class.

The Exchange

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Squiggit wrote:
While there are definitely some baseline improvements to the chassis I'd like to see, dismissing items out of hand seems off base given the nature of the class. It's like saying sorcerers suck if you never cast spells.

I wasn't dismissing items completely, just saying Alchemists shouldn't need specific items to be functional. It just feels weird that a Chirurgeon needs noodle arms at all times to be a good healer.

The Exchange

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SuperBidi wrote:
shroudb wrote:
Let's not downplay the massive downsides of getting said reach, reduced both accuracy on an alchemist and damage, making you way worse in anything but healing.

The downsides can be entirely avoided by just going caster (Wizard or Witch Dedication) or Companions (Summoner or Beastmaster Dedication).

There's really no point in using weapons as a Chirurgeon.

25speedforseaweedleshy wrote:

extra 5 feet at level 1 to 3 are nice but 5 or 10 more at level 11 and 17 are not that useful

size bloat in late game are pretty extreme

too many enemy are gargantuan

Size of enemies is irrelevant, the Choker-Arm Mutagen is there to cover a bigger area so you don't need to move to heal your allies.

Relying on a specific mutagen and an archetype to be baseline functional both feel bad. It’s already bad enough a bomber needs Quicksilver to reliably hit. The Chirurgeon shouldn’t be stuck being a Monty Python character to stay a competitive healer. Also no other healer has to sacrifice their damage capability to heal.

We need to focus on more item agnostic improvements that increase playability within the class itself and makes each path unique. That or just eliminate the subclasses completely and just let the player pick what items they can make more of at every odd level.

Edit: Now that I think more about it, it might just be easier to go the Fighter route and have no subclasses. Let players pick their 2 Field Discovery items at odd levels like casters getting new spells and then just base the feats around modifying existing items, improving their effects, or altering them in unique ways.

The Exchange

SuperBidi wrote:
Eoni wrote:

I guess we've come to the conclusion on why all Alchemist's don't get Quick Draw for their items....It's demoralizing and the only workaround I can think of for something like this would be to add a tag to Elixirs of Life to say you can only consume 2 in single round.

There has to be something that can be done to give them an action enhancer that won't swing them so wildly on the scale.

I personally think the Chirurgeon is all over the place. Especially because the level 13 ability, supposed to be the pinnacle of the class, is extremely disappointing.

Also, healing should follow spellcaster's progression and not martial's (I assume the level 13 ability is at level 13 because Alchemist doesn't get Master with weapons). Having a weak healer during 12 levels and suddenly a much better healer is weird. The Chirurgeon should be a competent healer right off the bat and stay that way during all its progression. Which means an improvement of its healing abilities at level 1 and few improvements afterwards (as there are nearly no improvements to your healing ability as a caster besides the progression of spell ranks).

This is exactly why I'd rather tie their healing abilities to the Medicine /Crafting skill. Let them play with that like the Forensic Investigator. The more I think about it, the more I want them to be able to Battle Medicine and administer an Elixir in one action.

Also a late class feature or feat like Contingency themed as a Time Release Capsule would be fun.

The Exchange

SuperBidi wrote:
yellowpete wrote:
YuriP wrote:
Captain Morgan wrote:
Honestly I'd rather just have a class feature that lets you combine the interact to draw with the interact to activate for any alchemical items.
I don't expect such thing. I don't think that designers want that once this will allow the usage of 3 Elixirs of Life per turn. I don't think they want that an Alchemist could end a more efficient than a spellcaster specially for heal.

The sad part is, they still wouldn't be more efficient than a spellcaster healer. Even on levels where you get a new elixir formula, the healing from 2 elixirs is still slightly less than a 2-action heal, and that's before considering bonuses through feats and items to heal and, much more importantly, the question of range.

Of course you can make a large amount of elixirs at high level which has to be considered, but from an action efficiency perspective it would not exceed existing options in the majority of use cases.

You are missing many things. As we are speaking of Quick Alchemy at level 15 (for Alchemical Alacrity) you can also consider that Elixirs of Life are maxed out as a Chirurgeon. And you have a proper range if you add a Choker-Arm Mutagen (15-20ft). Also, Elixirs of Life go up to level 19 when Healing Font stops at level 17 (level 9 spells). So with this ability, you would outheal a Cleric 2 to 1 (261 vs 112.5 for a Heal 9 without feats). Definitely game breaking as I expect you to outheal most encounters.

Edit: I realize there were many propositions and I'm actually going against my own proposition of making Quick Alchemy a free action at level 15. So it looks like I can say it's too strong :D

I guess we've come to the conclusion on why all Alchemist's don't get Quick Draw for their items....It's demoralizing and the only workaround I can think of for something like this would be to add a tag to Elixirs of Life to say you can only consume 2 in single round.

There has to be something that can be done to give them an action enhancer that won't swing them so wildly on the scale.

The Exchange

There's got to be some middle ground here. As is, the Chirurgeon is a worse healer in combat than any other specialist. Maybe they can give them something similar to the Forensic Medicine Investigator bonus? Let them use an elixir with the same action to Battle Medicine with a 1 hour cool down.

The Exchange

SuperBidi wrote:
ottdmk wrote:
9) Rework Alchemical Alacrity completely.
I'd also rework Double Brew. I'd just give a free action Quick Alchemy once per round at level 9 and as often as you want at level 15. The necessity to produce multiple items is puzzling, as if you always need Alchemical Items by 2.

I feel like it would be simple to fold a Quick Draw like action into Quick Alchemy starting at level 1 that lets you draw and use an alchemical item with the same action, increasing the number of items when Double Brew and Alchemical Alacrity come online.

The Exchange

Would it break too much to give Alchemist's Quick Draw with their research field items? I've always found it sad that Chirurgeons take 3 actions to do the equivalent of a 2 action Heal.

I've also been thinking Combine Elixirs should be a class feature rather than a feat tied to Quick Alchemy. It would set Alchemist's infused items apart from regular items you can find/buy. I have some further tweaks to it but it's a very rough idea.

Quote:

Combine Concoctions Level 3

Additive 1
As you deepen your alchemical knowledge, you have discovered an astounding breakthrough that allows you to produce wondrous effects. Due to their During your daily preparations, you can spend 2 batches of Infused Reagents to combine the effects of 2 different items. Their combined item level can be no higher than your Advanced Alchemy level - 1. Your research field provides further benefits to these items.

Bomber: In your studies to unlock the potent power of explosions, you've learned how to distill the power of your bombs into potent effects. However due to the unstable construction of these bombs, they are harder to aim. Combine the effects of 2 bombs. When thrown these bombs require 2 actions but rather than targeting AC, they force a reflex save in a 10ft burst. On a fail, creatures in the area are exposed to the effects of both bombs. If any of the bombs used in the creation require a save use the saving throw instead of reflex.

Chirurgeon: In your studies to craft the perfect panacea, you've learned how to produce minor healing effects. Your non-damaging combined concoctions gain the healing tag and restores 1d4 Hit Points. This healing increases by 1 dice at 6th, 12th, and 18th level.

Mutagenist: In your studies to push your body to the extreme, you've learned how to compound the effects of your mutagens into adrenaline shots. Combine the effects of two mutagen. When consumed you suffer the greater drawback of the two combined mutagen but gain the benefits of both for 3 rounds. When the effect has ended you become Sickened 1 as your body suffers the shock of the effect

Toxicologist: In your studies craft the most potent poison, you've learned how to interlace your poisons into your concoctions. When you combine a poison with a bomb, creatures hit by the splash damage are exposed to the poison and must make a save against its original DC. When you combine a poison with an Elixir, you make the creature who consumes it both venomous and poisonous. On the first hit from or against the consumer, the creature is exposed to the poison and must make a save against the DC.

The Exchange

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I'll admit I'm not great at class design but ever since the Inventor came out I've been thinking adding a 10-minute exploration activity to the Alchemist similar to their Overdrive mechanic that supplies reagents on a success would go a long way to giving them more lasting power and making Quick Alchemy more attractive. This would be a great excuse to give them auto-scaling Crafting as well.

Quote:

Transmute Reagents

You use your alchemical knowledge to scavenge through readily available natural or unnatural resources to produce new reagents in your temporary lab. As a 10-minute activity, attempt a Crafting check that has a standard DC for your level. After your lab work you must return to your notes to find new avenues of innovation and you can't use Transmute Reagents for 1 hour.

Critical Success: A sudden flash of brilliance takes hold and you've discovered a way to truly transmute matter. Add half your Intelligence Modifier of batches to your Infused Reagents.
Success: You've managed to have some minor inspiration. As Critical Success, except you add 1 batch to your Infused Reagents.
Failure: Your work has proven derivative and you have been left wanting for results, wasting the resources at hand.
Critical Failure: Desperation has made you sloppy and in your haste to test reagents, you have poisoned yourself. You take poison damage equal to your level.

The Exchange

I know nothing about balance math so take my opinion with a grain of salt but what if we got focus spell equivalents of some of the classic ‘psychic’ spells? It would essentially make them the best casters of these spells since they’d auto-heighten and not have to deal with incapacitation. Or if not focus spells, give them a font keyed to wisdom to represent their dominating willpower.

The Exchange

Loving the look of the Psychic so far but much like others have noticed, they seem to be lacking the oomph that would account for them losing out on spellslots. I’ve been thinking would it not be more interesting to divorce the amps from their spells and have them as generic pools of amps for each Conscious Mind that you can apply to all of your spells? Not sure exactly how these would look but being able to craft ‘new spells’ on the fly similar to Words of Power seems like it would be a fun option to obscure the fact you’ll be casting the same spells for much of your career.

The Exchange

HumbleGamer wrote:
Eoni wrote:

And thanks to the errata on Alchemical Alacrity you'll never be able to make 3 bombs and just leave one on the ground for an ally to pick up and use before your turn since it's automatically stowed.

Is that really a thing?

I mean:

1) Alchemy alacrity ( 1 action ) to create 3 bombs ( 1 stowed, 2 in your hands ).

2) Release a bomb ( 1 free action - doesn't trigger any AoO ). The ally can take it up ( it remains potent until the beginning of your next turn )

3) You throw your first bomb ( 1 action )

4) you use quick bomber ( 1 action ) to interact to draw a bomb and throw it.

Oh thanks for that. Order of operations got screwed up in my head.

The Exchange

I've been playing an Alchemist for a few months now and just hit level 9 so I got Double Brew. I was looking ahead to Alchemical Alacrity and trying to figure out how to make the best use of it with Enduring Alchemy when I noticed it seems to only work on elixirs or tools.

Quote:

Enduring Alchemy Feat 4

You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.

Is it an oversight or just a case of things working as intended and some feats being situational? I'm debating retraining it now since it really only seems useful for Mutagenist or Chirurgeons. And thanks to the errata on Alchemical Alacrity you'll never be able to make 3 bombs and just leave one on the ground for an ally to pick up and use before your turn since it's automatically stowed.

The Exchange

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HumbleGamer wrote:
Eoni wrote:
HumbleGamer wrote:
Eoni wrote:

I’ve been playing a Toxicologist for months now and just hit level 9. Overall I love the class but it does take a level of complexity to master that isn’t found for other classes. I basically spend every combat as a switch-hitter, adjusting my role depending on the challenge and I keep every weapon in the party poisoned. I haven’t felt the pain from the lower hit bonus just yet but that’s mostly because I try to stay in Quicksilver Mutagen.

I will say though where I’m starting to hurt the most is in the lack of items. There are so many weird level gaps in available items. I’m also missing some feats like Poison Conversation and Malignant Poison to really take advantage of the contact and inhaled poison in combat. We’re playing through Agents of Edgewatch and I’ve yet to have an occasion to use either type of poison.

Mind to share how much of your poisons manage to work on a fight?

Overall, of course.
You’d be surprised but more often than not I manage to poison multiple enemies in combat. We were actually just in a combat session before last where we were swarmed by 7 human enemies and I poisoned 3 of them. Of course with some enemies with high fort saves I’m reverse critfishing but for the most part I haven’t felt shut out. We’ll see how that changes in higher levels when we run into the inevitable demon enemies.

Good!

What about the rest of the party ( you said that you keep all party weapons poisoned )?

We have a fighter with a hammer and shield with spikes and a monk who utilizes tiger stance. Normally I’ll poison their weapons with my perpetual Giant Centipede poison during daily preparations to take advantage of the Pinpoint Poisoner feat. The frequency of their effectiveness varies but when it works it’s great. Especially for those sweet moments where the monk flurries and the monster fails both, pushing the poison to stage 2. I typically use them to help me figure out which monsters are immune so I don’t waste my infused poisons and to help set up one of my bigger poisons.

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HumbleGamer wrote:
Eoni wrote:

I’ve been playing a Toxicologist for months now and just hit level 9. Overall I love the class but it does take a level of complexity to master that isn’t found for other classes. I basically spend every combat as a switch-hitter, adjusting my role depending on the challenge and I keep every weapon in the party poisoned. I haven’t felt the pain from the lower hit bonus just yet but that’s mostly because I try to stay in Quicksilver Mutagen.

I will say though where I’m starting to hurt the most is in the lack of items. There are so many weird level gaps in available items. I’m also missing some feats like Poison Conversation and Malignant Poison to really take advantage of the contact and inhaled poison in combat. We’re playing through Agents of Edgewatch and I’ve yet to have an occasion to use either type of poison.

Mind to share how much of your poisons manage to work on a fight?

Overall, of course.

You’d be surprised but more often than not I manage to poison multiple enemies in combat. We were actually just in a combat session before last where we were swarmed by 7 human enemies and I poisoned 3 of them. Of course with some enemies with high fort saves I’m reverse critfishing but for the most part I haven’t felt shut out. We’ll see how that changes in higher levels when we run into the inevitable demon enemies.

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I’ve been playing a Toxicologist for months now and just hit level 9. Overall I love the class but it does take a level of complexity to master that isn’t found for other classes. I basically spend every combat as a switch-hitter, adjusting my role depending on the challenge and I keep every weapon in the party poisoned. I haven’t felt the pain from the lower hit bonus just yet but that’s mostly because I try to stay in Quicksilver Mutagen.

I will say though where I’m starting to hurt the most is in the lack of items. There are so many weird level gaps in available items. I’m also missing some feats like Poison Conversation and Malignant Poison to really take advantage of the contact and inhaled poison in combat. We’re playing through Agents of Edgewatch and I’ve yet to have an occasion to use either type of poison.

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I feel like A would be acceptable if both classes got strong class exclusive cantrips to balance the lack of resources. Both the Bard and Witch get some powerful options (and the Oracle to a lesser extent) for having one less slot than the Wizard and Sorcerer. I get that the Magus is supposed to be a hybrid caster but having to multiclass to pull off the caster part doesn't feel great. The Summoner has it even worse. Once you blow through your 4 slots, you're more or less a sitting target, spamming boost.

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This is such a great idea. Please tell me you're submitting this in a survey?

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Invictus Novo wrote:
oholoko wrote:
Eoni wrote:

Would it be too strong if the Summoner's focus spell summon was 1 spell level higher? It would give them an on level creature that wouldn't just get popped like a balloon and make them unique in that their summons can do more than other casters.

Edit: I'm picturing this as a 1st level class ability focus power that you can lower the level of or heighten to 1+ your caster level, allowing you more flexiblity with your summons. I'd also love a Master Summoner subclass without an eidolon and instead maybe with something like Alter Summon Monster as a conduit spell?

1 level higher seems a bit much but maybe the ability to increase the level of the creature summoned or giving it the elite array.
Agreed, because of the different types of things you can summon, it might not scale well being a full level higher. However an augmented summoning increasing to-hit, AC, and possibly damage a bit would be ok I think.

I could live with that. It's pretty much what the Conjuration Wizard gets. Maybe the Summoner could have it as a free action upon completion of a summoning spell or would this just be an innate class feature?

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Would it be too strong if the Summoner's focus spell summon was 1 spell level higher? It would give them an on level creature that wouldn't just get popped like a balloon and make them unique in that their summons can do more than other casters.

Edit: I'm picturing this as a 1st level class ability focus power that you can lower the level of or heighten to 1+ your caster level, allowing you more flexiblity with your summons. I'd also love a Master Summoner subclass without an eidolon and instead maybe with something like Alter Summon Monster as a conduit spell?

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KrispyXIV wrote:

I'm honestly shocked that "Summon X as a Focus Spell" isn't in the class as printed, where X is a trait shared by your eidolon - but not while your Eidolon is manifested.

Judging by the sidebar for the Angel Eidolon getting Summon Animal, I'm guessing that could be the plan. Personally, I'd love that as I liked using Summon Monster more than my Eidolon in 1e. Something like a 2 action focus power and access to the Conjuration Wizard's Augment Summoning as a cantrip would be great.

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Is the Summoner supposed to get Summon X spells in their repertoire automatically? The Angel Summoners and Summon Spells sidebar seem to be indicating something like that but I didn't see anything about it.

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I'm no master character builder but I've been thinking taking Dragon Disciple and focusing on Intimidate could help quite a bit. You get Scales of the Dragon to increase your low ac and let you start with a 16 in Strength and then can take Dragon Disciple's Dragon Claws to increase your damage to 1d6. And since you're a charisma caster, you can Demoralize like no other.

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The Life Oracle’s curse still feels extremely painful. Looks like you’ll be hemorrhaging all day. It’s flavorful but still feels harsh.

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Squiggit wrote:

More on topic, I'm behind the decision of Witches getting more familiar options and at-will cantrip hexes in exchange for bumping down to 3 slots a level instead of four.

I feel like, in general, what we've seen so far is that the 3 slot casters tend to have much more interesting overall kits.

Although I'm a little wary about 'specialized familiar mechanics.' Worried it might end up feeling bad for everyone else who specializes in familiars and gets locked out of options. Especially with how maligned familiars seem to be when in a lot of discussion.

Probably will be fine, though.

They do seem to be working on mitigating that with the Familiar Master archetype, which will also have specialized mechanics even distinct from the Witch so anyone looking to get one of these souped up familiars without multiclassing with the Witch will get their chance.

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Haste is definitely a must for a Universalist Wizard who wants together the most out of Bond Conversion. Being able to burn those three actions to cast free spells and still have an action to move means you can wreak some havoc on the battlefield if you've used your spells intelligently throughout the day.

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Squiggit wrote:
Henro wrote:
Obviously this comes down to personal taste, but the new system has been much preferred at my table.

This has been my experience too. Save-granting spells are super reliable and that's really satisfying. Having something like an 90% chance for your spell to work is really nice, even if that 90% is split between 5% great/40% good/45% okay.

This is, incidentally, why I really don't like spells that target AC as they're balanced right now, because they don't have failure effects so they feel very coin flippy. Heads you get something, tails you throw your spell slot and the round in the bin.

I definitely wouldn't want more spells to feel like how Polar Ray feels to cast right now, even if they were slightly more accurate to compensate.

I agree with this sentiment. I just played a session of Ruins of Azlant where none of my spells landed against the boss and I got knocked out. It was extremely demoralizing.

It would be nice to have some sort of focusing wand equivalent to a martial's rune to give a bonus to spell attack rolls but I guess that's what True Strike is basically supposed to be.

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The way magic is balanced in this edition will probably be contentious for years to come. As it stands, everything is tied into the 4 degrees of success and monster weakness system. We could either get scaling dcs with lower damage die that can be doubled on a crit fail or locked in trivial dcs with increasing damage die that deal partial damage on a save.

I never play blaster casters so I don't really feel the loss of high damage die. Was the prior tactic really to open fire on the boss and eradicate them without any debuffs?

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I feel like a lot of the griping about Incapacitation spells comes down to misreading of the trait. It only kicks in when you're facing enemies more than double the level of the spell and it just slides a save up by one degree. It isn't an automatic critical success and majority of the 24 incapacitation spells have an effect on a success.

Hell, in 1e you wouldn't even be casting some of these spells after a certain level without applying a bunch of debuffs because the dc would be too low. At least now you can Color Spray till your heart's content.

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This seems like a scenario where you rely more on teamwork than your direct capabilities. Your casters throwing out a Command, Gust of Wind, or Hideous Laughter will help with knocking a flying enemy prone. And if they're sufficient level to cast Jump on another target then you can scramble into position before they cast it and then jump and ready an action to grapple the enemy to bring them down.

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Not to turn this into another Martials vs Casters thread but after taking a step back, I think I can begin to understand why spellcasting takes as many actions as they do. Casters get the ability from level 1 up to target multiple enemies and/or apply heavy conditions. This isn't something Martials can do for one action without a crit apart from Rogues with Debilitating strike. If they tried to scale them back to make them single action, they'd have to be weaker than Focus Spells, maybe even weaker than existing cantrips to maintain balance.

There are options to exploit at higher levels, though. Aside from Bards, each of the other casters can get a 1 action damaging focus spell and Magic Missile is on the Occult and Arcane lists.

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With the way the action system interacts with magic, it feels like Haste has become one of the most important spells in a caster's arsenal. This is mostly theory crafting but a high level Universalist Wizard with Bond Conversion and Haste in one of their higher level slots can really exploit the feat. As for casters in general, I think the one action focus spells are supposed to be their way to leverage the action system but it doesn't feel as great since they're a limited resource. I'm kind of wishing for a revamp of Words of Power that'll let you apply variable actions to a spell to alter it. I could see it as an archetype or even its own distinct class with a word list rather than a spell list.

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I'm thinking a temp hp item for Perpetual Infusions would go a long way to solving the Chrigugeon's issues. Maybe with a minute or 10 minute long duration and some feats similar to the bomber feats that allow you to add item bonuses to saves and the like? Of course their Treat Wounds issue needs to be fixed too.

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So this idea came to me in one of the many threads on Alchemist and their issues and I'm not quite sure how to word it but I thought an interesting facsimile of focus spells for an Alchemist would be the ability to transmute natural resources or found alchemical items into other alchemical items. I definitely need some help with the actual mechanics and balance of it but I thought something like this would be nice to give the Alchemist something to do and give the party something to do with whatever items they've acquired that aren't level appropriate anymore.

Transmute
In a 10 minute process involving tinctures and tonics, an Alchemist may take any natural resources they've gathered or alchemical items they have, break them down into materials, and create a new item for which they possess the formula. If using natural resources then an Alchemist can create an Alchemical item 2 levels lower than the maximum formula they know. If using an existing Alchemical item then they must make a craft check to convert it. Critical Success: You transmute the materials into any Alchemical item of your level. Success: You transmute the materials into any Alchemical item 1 level lower than the maximum formula you know.

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Squiggit wrote:
Ravingdork wrote:
Eoni wrote:
Oh here's a thought. What if the Alchemist could scavenge supplies from monsters or resources around them with a successful Alchemy check that determined how many reagents they regain?
That's a level of creepy generally reserved for necromancers and taxidermists.
It's pretty thematic though. Alchemists in fiction are all about preparing exotic potions from magical ingredients from strange beasts and abominations. Makes sense an adventuring alchemist might want to be able to procure their own.

I meant to say natural resources too but I do think it's pretty flavorful overall and would give Alchemists something to do during everyone else's 10 minute break.

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Oh here's a thought. What if the Alchemist could scavenge supplies from monsters or resources around them with a successful Alchemy check that determined how many reagents they regain?

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cavernshark wrote:

What if familiars are how Witches do metamagic? Something akin to the "Support" ability like animal companions have for their masters. You could spend an action to command the familiar -- which could then spend 1 or 2 actions to do a special activity that actively modifies the next spell cast by the witch. On the simplest end these could be reskinnings of existing metamagic (silent spell, reach spell, etc) or potentially new metamagic that lets the witch do thinks like impart an additional rider effect on a failed save or successful spell attack.

These familiar could access these support actions by taking unique familiar abilities accessible only by witches. They'd represent the patron giving the witch tips on the fly on how to adjust the spell.

It doesn't solve the squishy familiar problem, but could potentially give them a more active role in combat.

I was just about to comment the same thing. I'd honestly rather the Witch's familiar not be a true familiar. Them not having any hp and instead being a conduit they use to enhance their spells would go a long way to setting them apart from other classes with familiars. Then you can do stuff like reflavor Reach Spell as their Deliver Touch Spell counterpart.

Either something like that or making them like a 1e Eidolon that can be resummoned after death with a Focus point or something of the sort with some minor penalty would feel a bit better. I'd also honestly prefer if they weren't these little creatures to begin with. I went Cartomancer in 1e because I liked the flavor of using a deck of harrow cards rather than a creature to commune with my Patron. Break the paradigm and let Witches commune with their Patrons in their own unique way.

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One thing I would bring up is the actual cost of Shield Block. When enemies get strong enough to destroy that shield, a Rogue using Nimble Dodge will be able to keep that reactive bonus.

It also seems like Nimble Dodge is a great boon to Rogues using hit and run tactics where an enemy will only have one good action to attack you with.