| 
  
  
   FWIW, we've been using a house-ruled alchemist with Deadmanwalking's changes and I think they're a very good set of tweaks. You can find them here. They've fixed a lot of the problems we found with the class initially.  
   Got a question about the alchemist's Perpetual Infusions. The way I'm reading it the alchemist can pick any level 1 alchemical item rather than being restricted to a list. The problem with that is the ability reads "At 11th they increase these to the 3rd level versions, and at 17th level they increase them again to the 11th level versions." Most of the alchemical items don't follow this leveling rate, unfortunately (poisons, various elixirs, antidotes, antiplagues etc.) What's your recommendation on how to handle that?  
   The Bomber's Eye Elixir is described as follows: Bomber’s Eye Elixir: The lesser version ignores 2 points of circumstance penalty, the greater version gives the user weapon specialization with bombs, or greater weapon specialization if they already have weapon specialization. Both last one hour. Does the greater version also get the 2 point reduction for circumstance penalty? As it's worded the greater one only seems to get the weapon specialisation but I think that's wrong.  
   vagrant-poet wrote: 
 Interested in sharing them? In the interest of comparing the two. I'm using a different rule to DMW's but I'm thinking of changing. Would like to see another alternative if it's proving successful - especially if it's less wordy.  
   Deadmanwalking wrote: 
 Perhaps it can also help improve the spell DC of the caster. Make it more useful in general as spell attack rolls won't affect everything.  
 
   Samurai wrote: 
 That was my thought as well. I also like the fact it allows for varying degrees of weakness and seems relatively well balanced as is.  
 
   Samurai wrote: We don't use Stamina in our game, and I haven't heard anything massively positive or negative about it (no "this problem needs fixing" issues, nor "This fixes a lot of problems in the RAW PF2"). The ability to regain all your Stamina points in a 10 minute rest with 1 Resolve point seems like a version of the D&D5e short rest but without using Hit Dice. I don't see any issues in using my rules... No issues in particular, was just curious as to your take on it since I tend to agree with almost all of your rule changes. I've personally removed the Steel Your Resolve feat that lets you take an action to recover half your Stamina points since it's so overpowered it almost feels feat tax-ey using the system. I've also decided that any magical healing can heal both health and stamina as this addresses the issue of typical casters losing a fair bit of their power using this system. RAW healing can only recover HP and not SP but as you can imagine that would make something like a divine cleric less effective. So magic healing > mundane healing now. Don't want this to turn into a discussion of the system but was just curious about your take. Thanks for clarifying the Jousting and Charge thing!  
   Your changes to the lance are a bit unclear. The Charge entry states that it replaces the Jousting trait, but you then go on to clarify the Jousting trait even though the lance is the only weapon in the game with that trait. Btw, can I get your opinion/thoughts on the Stamina system from the GMG? Bit of a deviation but maybe relevant considering your many changes.  
   Samurai wrote: 
 I think that would make them A LOT more powerful by default, probably too much so. There's a high-level feat that lets that happen and I think it makes sense being locked behind that.  
 
   Oh I misunderstood the wording, then. I thought you were halving the vanilla splash damage (2 splash damage for a moderate acid flask). Now I see that you roll the main damage and then apply half of that as splash damage to all splash targets. Apologies for the misunderstanding. Yes, I think that looks like a pretty nice buff. Will try it out.  
   Samurai wrote: 
 The splash is always the regular damage, rather than one step lower than the main target. Your version has it simply be one step lower. So basically I'm running them with all your house rules but their splash damage remains as effective as it does in the core rules. Flanking the enemy doesn't help because only characters within melee range would benefit from it being flat-footed (pg 476 of CRB). I'm using all your other suggested rules for Alchemists and I've given the player a few suggestions regarding how he might want to optimise his playstyle to feel more effective. Hopefully that helps the situation but in all honesty at this point I think it may be situational and optimal use of his bombs rather than the class continuing to be underpowered. For example, I pointed out the importance of having a backup weapon since his options once he ran out of bombs were a sling and a dagger (he's at -1 Str). So just to be clear, I don't think you necessarily need to change anything :) only thing I've done is revert to standard splash rules where the full splash damage is done in any scenario except for a critical failure. This also removes your change to Calculated Splash.  
   Some feedback on the change to allow Finesse weapons to use Dex as damage: I'm not 100% convinced on my opinion but I'm currently not a huge fan. I like to consider flavour and balance when taking these things into account when possible and I think the flavour of having Finesse weapons increase their damage using Dex is covered by the Precision damage type. So, aside from the fact it does make Dex slightly more powerful, I think it doesn't fully satisfy me on both sides of the argument. Re: Entangled as a condition we're continuing to use it and see how it goes as it may not be as overpowered as I thought (at least at my table). I will note that I made a change to your rule on bombs whereby you have the splash damage be one step lower than whatever the normal damage is. I removed that and splash damage does not change according to the success of the roll (apart from doing none on a critical failure). The alchemist continues to struggle for efficacy at times so this change doesn't help the situation for us.  
   Not sure if this is the place to point out bugs or if you have a dedicated mode of communication for that. I'm working on an animal companion and the HP calculation is working out incorrectly because it's taking the character's Constitution score rather than the minion's. EDIT: I'll also take the opportunity to ask if there's a simple way to update once you make alterations to your master sheet?  
 
   Thanks a ton for adding the Stamina option! Unfortunately my Fighter also has Toughness as a feat so I'm temporarily putting those into the Temp HP. He also has the Barbarian Dedication so I have to add that on top when he Rages :) Will be thrilled if you find space to add a misc bonus to HP but already great that there's the Stamina option. Also a big fan of the Party Tracker and will start using that too.  
 
   Samurai wrote: 
 The changes to the bombs are good ones and we've found them to help give the Alchemist more of an impact than he has as a baseline. The change to Tanglefoots seems like a step -too- much. I think Clumsy might be too powerful and something like flat-footed might be better. Not sure if you've gotten further feedback on this. Still thinking about the Magic Weapon option, since both options you mentioned are suitable. Might go for the one that just gives one step of Heightening and stop there.  
   Samurai wrote: 
 Thanks for clarifying. Another question related to balance - how have you found the new Tanglefoot bags after you added that Entangled condition? It seems like they went from "not that great" to "wow this is really good" with that change. Does it feel balanced in your games?  
 
   Samurai wrote: 
 A changelog would be a good compromise, I think. Doesn't need to start from the beginning, even just starting one up from now might be helpful.  
   I've gone with something simpler and, to be honest, I'd like to get your opinions on it since I'm fairly new to the game. The only thing I've changed is that for the purposes of Sneak Attack, a rogue is considered to be flanking her target regardless of her position long as there is at least one other ally in melee combat with her target. I'd like your opinions on whether that sounds too powerful or perhaps not powerful enough.  
   I'll be honest, my group are all very new to the game and this is my first game outside play-by-post so this has very little testing. The reasoning for not having it be unlimited was that outside of combat they'd simply use this over and over again unless they felt there was a time factor, which I wanted to avoid. I do very much like the idea of limiting it to 1/2 max HP rather than the number I came up with; I think it's fair and will probably change it to that. Thanks for the input! EDIT: I'm also adding the following two rules: - Monks have a hit die of d10 (up from d8) and full BAB.
 The aim of which is to try and boost these two classes to the point they're no longer a step beneath other classes. Also changing the rule that gives fighters more skill points to say the following, so it applies to any non-Intelligence based class with 2 skill points: Clerics, fighters, paladins, summoners and sorcerers gain 4 + Int skill ranks per level, up from 2 + Int.  
   These are the rules I'm using in my game. I understand some of them may have been mentioned above so I won't really explain everything unless it looks like it needs it. General
 Feats
 Classes
 Skills
 Spells
  
   mdt wrote: 
 Interesting; I always imagined the synthesist's relationship with his eidolon as looking like someone inside a slightly transparent creature. Basically, you can clearly make out the summoner, but you can also clearly make out the image of the eidolon; it's almost super-imposed over the summoner's image. Not exactly a clean description but that's how I imagined it.  
   If the eidolon is of the Serpentine form and you take the Limbs (Arms) evolution, am I right in thinking that will simply bring the eidolon up to two arms, which would mean for a synthesist to have an eidolon of a Serpentine form they -have- to take that evolution at 1st level or else it causes problems with attacks etc? As a more tangible example, a player has done just that and plans to model his eidolon on the marilith, but after the first Limbs (Arms) he's given himself Multi-Weapon Fighting. I'm ruling that the eidolon still only has two arms at this point and another evolution would be required before the feat can be taken. Thoughts?  
   I'm very interested in adopting this style of HP in my game but I'm finding it hard to collect all the information discussed in the thread. Is there a post that sums everything up? If there is and I missed it I do apologise. If there isn't then a summary post would be an excellent idea. It would also help others to be able to ask questions (of which I have a few but would rather wait for a summary first) without having to look through the whole thread.  
 
   So, it seems the Synthesist is causing a few hiccups when it comes to rule interpretation and I've tried to do as much research as I can on these questions but haven't found answers for all of them so I figured I'd post them all here at once. 1) Do I have to spend evolution points to gain weapon proficiencies that I already have as the summoner?
 These are all questions asked by one of my players and I'd love a bit of input from some GMs more experienced than myself. Now, for the question of healing the temporary HP, this is an answer I found somewhere else on the boards here and is probably what I'll stick with unless someone can come up with a better one: "Actually, the way I read it, you gain the eidolon's hp as temporary hp. When these temporary hp are depleted, the eidolon is shunted back home. However, from my understanding, the eidolon doesn't actually take damage. It can't be targeted separately, so it can't be turned to stone, or take damage in any way. Next time you summon it, it should still be at full health. I guess that's how you replenish your temporary hp. Resummoning. Is that too strong?"  
   Woah...that right there is just a bowl of pure awesome sauce. Wasn't sure how it would turn out with Steve Prescott doing the covers when I heard that but holy crap did that just blow me away. Dare I say this is better than the WAR ones I've seen so far... I don't know of he'll be so consistent with the sexiness of his covers but if this is anything to go by, I can't wait! 
 | 
 
	
 
     
    