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Why is the Alchemist the only class that has the ability to get a familiar, but if they want to get the feat Enhanced familiar they have to dip into another Archetype and spend two Class Feats in order to get something they should inherently have in their Class Feats options? Especially since they are the only class whose familiar can take the only Alchemist Familiar Ability (Lab Assistant) requires you to use your second ability slot and take Manual Dexterity just to use it?

This seems a bit unfair towards the alchemist, because at least lore wise I would expect that they would be the most capable of "enhancing" their familiar.

Any takes or ideas? Would you as a GM allow an alchemist player to be able to take Enhanced familiar like the other familiar based classes Druid, Sorcerer, and Wizard?


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I kinda feel like Alchemists are a skill class similar to Bard or Rogue, I understand they are supposed to supplement their skills via the items they make. But I feel like they weren't given enough via their class to compensate for the difference. I readily admit I haven't played PF2 yet, not for a lack of trying, so I'm not sure if it just feels like Alchemists are half a step behind other classes or not. You insights would be greatly appreciated!

Bards start with 6+ skills, have spells, and feats that can all improve the usage of their skills. Not to mention their Muses give them a feat as well.

Rogues start with at least 9+ skills, lots of skill increases (19), lots of skill feats, and versatile feats to give them their needed flexibility that is iconic of the rogue class which I think is inline with how they should be.

Alchemists conversely start with 4+ skills granted INT is their prime stat (one of which is central to their concept), their Research Field has no real impact on their skill usage, they have the typical 9 skill increases. The only class feats that can be viewed as affecting their skills at anything are Glib Mutagen (level 14) and Genius Mutagen (level 16).

I feel like combined with the lack of proficiency bumps they get across the board and the lack of skill increases to go with their typically increasing INT, is somewhat stifling for them. I feel the transition for their Class Feats from Playtest to Release took a diversity hit and they narrowed their usefulness down, and over corrected. Combined with the very lackluster Capstone trait of Master for Light & Unarmored. It just seems to be they just didn't make the effort or care for Alchemists that they did for other classes.


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I wanted to make a Goblin Alchemist for my groups Doomsday Dawn, but the class is such a mess as it is now. Beyond the massive RP, Bulk, money issues, lack of alchemical items, problematic action economy, issues with poisons and mutagens not being viable, and several issues with feats. It honestly looks like they made it first and then made all the other classes and never came back to bring it up to par. So I'm wondering when you think they will release a fix for it? Or are they just going to leave it an ineffectual mess?


I was thinking about alchemists and the items they make, why do they have an Item bonus? It seems like that would create a lot of conflict with items that other characters are using? Beyond having another bonus type, is there a reason to not make Alchemical items have an "Alchemical Bonus" instead of an "Item Bonus"? Just curious from those that have played or who are better theorycrafters than I. Any insights would be appreciated, as my group had to delay our start of the playtest due to scheduling and I wanted to play an alchemist.


I'm hoping I'm just missing something, but if you take the Alchemical Familiar Class Feat and gain a familiar it seems to be even less valuable than to any other class with a familiar. None of the "Master Abilities" seem to apply to an alchemist. Am I missing something or does having your own homunculus seem to be even less worthwhile than to any other "caster"?