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Zwordsman wrote:

Howdy!

How do folks fe el about Alchemists now? It was my main class framework before. It had some weirdness but i still enjoyed it.

So I'd love if folks had any opinions on Alchemists now they'd care to share. As I'm going to be rereading up on 2E rules and look at remaking a few old archetypical characters of mine.

It looks like the Alchemist may be on the weaker side compared to many of the other classes, but that said, I wanted to throw in my 2 cents since Alchemist is still my favorite class thematically and I was determined to make a viable melee version.

There are a few things that I think are critical for a Melee Mutagenist to be successful...

1) Get yourself the Shield Block general feat
2) Get yourself an alchemical familiar
3) Get the Revivifying Mutagen Feat

These three steps made my melee alchemist the tankiest member of my party bar none. With Medium armor, a steel shield, and my familiar providing me alchemical boosts each turn as needed, I was constantly playing the tank role for my party.

Need to up your defense to heavy armor territory, drink a Drakeheart mutagen. Need to focus more on offense, drink a Bestial Mutagen and get in there with your Bites and Claws. Need to switch strategies mid fight, Metabolize your current Mutagen for a quick heal then have your familiar feed you the new one you need to instantly shift your stats around.

My current Alchemist is a Viking themed warrior who has to rely on his chemical enhancements in order to keep up with his peers. He has a giant bumblebee familiar that flies around and shoots up him or his allies with elixirs and mutagens like a flying syringe. Loads of fun and has yet to feel "weak" given the amount of survivability and damage I'm able to do. Emphasis on survivability though.