It's kind of crazy that the majority of the community agreed that Mutagenist alchemists were clearly underpowered and when Paizo had one chance to at least fix it a bit with the errata, they added such an underwhelming and situational ability as Mutagenic Flashback. Looking at the reactions on the forum, it's already one of the most discussed and disliked changes. So disappointing.
Nope, that if you take the barbarian dedication and the animal instinct you get nothing. But sure if you're saying that spending a feat to get nothing is good game design and not worth pointing out, I'm sure you will love the mutagenists' first ability and PF2 is obviously the perfect game for you /s
Also it is the only way to get contact (not injury) poisons on weapons.
Yeah I was thinking, cool I can use contact poison as well as they are more potent than injury ones but unfortunately the onset time seems to be a killer e.g. 1 minute for Blightburn Resin for example so that doesn't seem like a viable combat option (I haven't checked all of them).
Doktor Weasel wrote:
So at high levels, the DC will be a bit too easy for your enemies.
There is also Powerful Alchemy which makes the DC scales with your level (so proficiency + int modifier). That and Potent Poisoner (+4 DC) should help poisons be relevant all along.
Yeah they are really going out of their way to nerf natural attacks. I understand it could easily be abused in PF1, but instead of making them balanced, it seems that they are doing everything possible to make them subpar.
Corvo Spiritwind wrote:
Luckily an easy solution are spiked gauntlets, which I'm going for with my alchemist. Bite and claw for bigger damages, gauntlets for style and poisoning.
Yeah but now you need potency and striking runes for your spike gauntlets otherwise you pretty much lose all the benefits of using poison in the first place.
And there's also a couple good choices for mutagens you could combine with it at Level 13 for a more durable melee character (including one from Fall of Plaguestone, which is on the new Archives of Nethys database already).
It atrually looks like the energy mutagen from The Fall of Plaguestone would not work with bestial mutagen (which is the topic of this thread):
Energy Mutagen wrote:
Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.
AFAIK unarmed attacks (which is what bestial mutagen provides) are never considered weapons. You'd also not be able to mix the two mutagens together until level 13th anyway which is pretty late.
I really wish that all these options, especially ancestries will be PFS legal. For PF1 only a few races are legal, some need boon and other are not at all. And having to always check AoN to see whether a feat, archetype, or whatnot is legal or not is a huge pain...
Darksol the Painbringer wrote:
One of our players who made a Rogue was having an especially difficult time trying to allocate his feats into stuff that is both cool and worthwhile. Having more Skill Feats than anyone else and access to the same amount of other feats as other classes merely increased the amount of times he had no idea what to spend feats on. He was also disappointed at how underwhelming numerous skill feats were, while at the same time baffled by how strong and/or useful other skill feats were.
I'm also creating a level 5 rogue for a playtest coming soon (Raiders of Shrieking Peak) and I had very similar experience. I find most of the skill feats to be very dull and situational e.g.
One feat to disguise in 5 minutes instead of 10 doesn't seem that it's ever going to have an impact (and note you need to be expert...).
Same, how often is that going to come into play?
Wow, I always dreamt to be expert at crawling. /s
I feel there are lots of choices that aren't going to make any difference so it's going to take a lot of time to choose (FOMO) without much game impact and all rogues are going to be pretty similar (I don't feel I can really make choices that are going to make my character feels unique). Illusion of choice / inconsequential choices.
Even some of the Rogue feats are like that e.g. YOU’RE NEXT. How often are you going to be dropping a foe that the +2 to Demoralize is going to have an impact.
I think General feats are much better but they aren't many and they are very far between (one at 3rd, next one is at 7th).