| Zergor |
| 1 person marked this as a favorite. |
After finally playing a toxicologist in a high level setting (17+), I feel that there is a huge gap between the effects of the different research fields. Some help you a lot doing what you want to do, some not so much.
The most well rounded one is bomber. Nothing is useless here. When you increase your field, your bombs become more versatile and powerful. You get extra splash, you can trigger more weaknesses. The field vials are solid. All elements mean you can easily avoid resistances and target weaknesses. Also bombs have insane action economy compared to the rest. They work very well with double brew and a feat even allows you to throw one immediately.
Chirurgeon is good too. Healing for "free" in combat is good even if its a limited number of times. Allowing to throw heal bombs is great for the action economy (which is usually horrible for the alchemist). The greater field discovery increases heal substantially which is great.
Mutagenist is not great. Only the greater field discovery is good (it is great even). their shtick of drinking potions to remove the drawback would be nice if it wasn't 1 turn. Using two actions (creating vial + drinking vial) to suppress a single drawback for one turn is not great (even if you gain a bit of resistance). Gaining temporary health on a mutagen would be good if it wasn't one minute. Starting at level 3 your mutagen last for 10 minutes and go up to an hour later so there is no reason to use them during fight. You can't switch mutagen during fight as you would stack drawbacks except by using the field discovery to purge the old but the effect require a trigger.
Mutagenist would clearly gain from an option to purge a mutagen for a benefit at any point. That could be the use of field vials : You drink it and purge the current mutagen for a bonus that lasts more than the current turn. That could be a heal for example.
And toxicologist... I really have to thank my GM that allows fancy things like poisoning an ally weapon that they are still holding or I would seriously feel underpowered. I have done many fight just not using poisons and relying on mutagens, elixirs and bombs because they are more reliable.
The problems are :
-Poisons are not great. Most enemies will save on a 6 on the dice. They do nothing on a success (except with the pernitious poison feat)
-Injury poisons are clunky. Even with the "cheat" of using only one action to apply it you need 3 actions to use them : create, apply, strike. They work terribly with double brew as you need a weapon in hand to use them.
On top of that nothing in the toxicologist kit makes them better with poisons after their field benefit (which is great. 100% love it).
The field vial is clunky to use as any injury poison. "The substance becomes inert at the end of your current turn." is horrible. You can't even apply it one turn and strike the next. You have to commit 3 actions. My nice GM consider that the "inert" part only apply to the vial before it is applied (after it is the normal 10 minutes). But that doesn't seem like the intended ruling.
Non of the discoveries after help with poisonning. Poison resistance is ok but it's just a worse version of an alchemist feat (and doesn't even stacks with it). Persistant poison damage is ok but it is on the clunky vial which could have been thrown as a bomb and would have dealt those damage as splash which can be as good in some configurations.
And the last is super cool... but as you don't have anything to help the poison work, it will almost never have any use.
There are feats that help poisoning like "pinpoint poisoner" but I would expect the toxicologist to be a bit better with poisons. One of his field discoveries could be that a crit on a strike (which will not happen a lot as an alchemist as you are no fighter) decrease the initial save on the poison by one level. This would at least help the poison stay one turn.