I like that it looks like empowered bombs is gone. It looks like the bombs damage is via how good of bombs you know how to make. So if you want to make bombs using gold and downtime to stock up a bit you can do so and you are not gimping yourself for doing it. So you can make a supply of good "permanent" bombs for party members if you want to spend the gold to do so and they won't be useless damage wise.
will have to dig into this some more but I think the alchemist changes are probably good ones overall.
Likely why they are going with something similar to the monster summoning where you have to pick 4 per spell casting level of it so the players don't don't go into massive analysis paralysis. Once you pick what then write up some quicky stuff for them to keep with you so if you chose to go into that form you have everything you need ready to go.
It looks like the duration is permanent. The once a round seems to be the action to bless a new weapon or change the alingnment of a weapon that already has been blessed.
Take the second part of its description.
If you Align the Armament
If the duration was only one round this would not make sense to include as you would bless/strike and then change alignment but it would face before you could use it.
Quintessentially Me wrote:
Honestly I think this probably works better as an archetype than it does as a class currently. You still have all your main class abilities that don't require any resonance to use and likely do far more damage than the bombs do anyway. So you can focus on healing/utility stuff and a few bombs that apply useful debuffs. So overall its a pretty decent amount of healing given you can make two items pre resonance during downtime. Just leave a few points free for any random quick alchemy stuff you may need. Also given that they are removing the resonance cost to use infused items its a reasonable pick me up item for somebody critcally low where you can run over to them give them an elixer and bump their HP up a bit.
Astrozoan power basically is I want to be a male human of mid height brown hair breen eyes and they can do that. But innately they can't go I want to look like george clooney. Now if you are an operative you can use astrozoan power to make yourself look like a general human of the right gender/height and then use your operative ability to look like a specific person.
They both are useful because the astrozoan is so weird looking no amount of special effects/makeup/fake masks an operative could do is going to make a non transformed astrozoan look like george cloony its just a weird starfish thing with a wig. And if you want to be able to look like specific people as an astrozoan you would need a good disguise skill to do the fine tuning.
I think the azlanti drone carriers is probably the right way to go with the system. Allowing you to flood an area with drone fighters that are dangerous enough but basically expendable assets. By themselves they are not that deadly but if you can flush your racks of 10 or 20 of them thats a LOT of extra forces to nip at weak spots and swarm smaller warships.
I think for people wanting the utility stuff they don't lose a lot by just going with it as an archetype. Your healing elixers lag a bit but you can churn out what still is a LOT of free healing per day that you can also give to others in a pinch.
The daily prep/infusions are still 2 per resonance like full alchemists. The main issue would be using things that have a DC which would lag behind but given even alchemists are feat taxed to keep their DC up to snuff its not a lot worse. Also with things like poisons if you want a rogue poisoner the DC's are keyed to the poison itself not your own DC so basically the same as what an alchemist would have to deal with for that poison.
Mostly though I see people taking this using it to help their own self healing/self buffing with utility potions/mutagens. Stuff that even if it lags a few levels behind is still pretty damn good because its not really costing you much to do it.
I can see this archetype being very popular. If you don't need bombs for your primary DPS hits you gain all the utility of an alchemist and able to make lots of utility consumables without much downside. The downside with most caster archetypes is your spell casting just lags behind so the DC's are weaker and effects are underpowered but the alchemist seems to function at pretty good levels of power and you can concentrate your bombs on ones that are just no save debuff type stuff.
I can see a lot of rogues/fighters/barbarians picking up alchemist. Lots of utility stuff and for the primary combat guys being able to keep yourself supplied in healing elixers is pretty damn handy.
Even the most cruel, evil beings probably want to stay alive. If there is one guy on the ground and out of the fight at the moment but other combatants still engaging them then clearly the current threat is the people still trying to kill you. Once most if not all opponents are KO'ed then sure it makes a lot of sense that they go around finishing people off.
Some of the halfling ancestry feats are pretty boss. Sure-footed gives you full speed balancing and climbing on successes, and distracting shadows gives a lot more opportunities to sneak. I wouldn't mind if Titan Slinger was changed to effect more than slings, because slings seem pretty bad.
Look at the halfling staff sling. It is basically a heavy crossbow damage wise with faster reload. That plus titan slinger is probably pretty darn solid as a sling combatant.
Yes that is one intersting artifact of the way drift travel works. The pact worlds need to heavily over fortify their home system because they literally are the easiest place in the known universe to get to and any new bad guy can jump right to it in the shortest jump time possible from anywhere.
Although on the plus side it also means that pact world exploration forces can scout around and find new worlds knowing if they find something dangerous they can get home for major resupply rapidly no matter where they go.
Hehe reloading all the time is the feature of the weapon not a bug haha.
I think resonance could be useful but its current incarnation has negative gameplay value. Either you are not hitting it at all in any meaningful way and it winds up just being one more book keeping task when using consumables or you are an alchemist and you have to fight and game your way around it as best you can and its all hindrance with no real feeling of benefit.
The fact that items still have per day usages and charges to track after adding resonance baffled me. It would have been simplier to do the more limited things per day having higher resonance cost. Overall it is a system that just needs to be sat down and think what they actually want it to do.
Chess Pwn wrote:
I am okay with the whole shields take dents type game play but they seriously need to clarify how exactly this works because it is pretty clear nobody is 100% sure how it should function at this point.
Bantrid solarian. Like a weird ghost rider from some druggies fever dream. Super fast guy who leaves a trail of fire behind him when he charges around.
I think goodberry is fine it is not there for a combat healing but if you are taking a rest break in an area that has berries they can be used to help boost your parties healing. They also have some built in stuff that if a GM thinks players are abusing the s+%! out of it they can put their foot down and say you have picked the area clean. CLW wands short of making them not available was more difficult to control for things like good berry its a lot easier for a GM to just put their foot down on it if its getting abused.
one freshly-picked berryDuration 1 day
You imbue the target berry with the bounty of nature, allowing
it to heal and sustain far beyond its normal capacity. A living
creature that eats the berry with an Interact action gains as much
nourishment as a square meal for a typical human and regains 1d4
Hit Points plus your spellcasting ability modifier. If not consumed
during the duration, the berry withers away.
Heightened (+1) You can target an additional berry.
There is nothing indicating any limitations for what berry is used only that they be freshly picked. A lot of berries are also not so much poisonous as they are simply inedible due to being too bitter or otherwise taste god awful that nothing other than selected species eat them. If you can magically transform that to something that is tasty it opens up a lot of berries that other animals/birds are just ignoring.
I am pretty sure the answer is in most areas you probably don't. That said in some areas such as those with juniper trees that have berries nearly year round in pretty large number.
Also good berry lets you use a lot of berries that normally would be completely inedible to people. There are a lot of berries that get ignored year round simply because only specific animals/birds can digest them without problems. Good berry just needs A freshly picked berry and then transmutes it into something nourishing. This opens your choices up a great deal for what you are using.
The nice thing about goodberry compared to cwl spam is it has the built in you ate all the berries in the area limiting factor if you feel it is being abused. The GM can also rule there simply are no fresh berries in that area as it is not the right season for them.
I kinda like that the necrotech stuff is pretty strong and pretty cheap for what it does. The downside is not horrible but a lot of the items make you visibly disconcerting to others and probably a lot of good RP issues that people may have with those who dabble in necrografts.
Ok so let me get this right. An alchemist can only make 2 bombs with advanced alchemy and one with quick alchemy. They could create 4 during downtime activity or 8 if they have the level 4 feat efficient alchemy but would have to roll the usual crafting roll to see if they suceed?
Correct and also stuff made that way is not considered infused unless you have the level 20 feat so none of the bombs you make that way can use your empowered bombs ability.
Goodberry is very problematic, because the ability is dependent on you being able to find fresh-picked berries. Even something as simple as a campaign set in the season of winter will completely shut that down.
It is a bit problematic but in a lot of areas berries can still be found in winter such as things like wintergreen berries and things like juniper berries.
One nice thing is there is also a class of sniper weapons that is not unwieldy now. So pretty handy for people with sniper weapon spec in that it basically works like a normal long arm but if you have a time and place to really setup shop you can shoot things from way far away.
You are better off using advanced alchemy for the life elixirs, not the Quick Alchemy, to pas them to your friends in advance. Less trouble with action economy, leaving only the resonance limitations.
It seems like if you really wanted to be a heal focused alchemist advanced alchemy is the way to go. That way you are getting better bang for the buck resonance wise and you can hand a bunch to your main combat folks so they have some ready to draw and chug without you having to try to do a rapid create move hand off in combat. Probably good to have a few resonance set aside to do this in a pinch but most you should be doing during downtime prep.
Darts are also a pretty good way to use poisons. Early on there are some decent poisons that are even more damaging than your early bombs so if you coat a couple daggers with them during prep phase any time during that day if you hit somebody with that dart there is a good chance they get hit by the poison as well for some solid damage/debuffs.
It's silly that a rat familiar can fly as well as a raven familiar. You basically never want to pick a bird familiar because it limits your options. Beside that I like the things you can do with familiars. They even can speak. That's pretty awesome.
If your rat is flying at all that is pretty damn magical and having it be as fast or faster than a bird using more natural means of flight seems totally reasonable.
One nice thing about familiars this go round oddly enough is they really don't have any offense unless they are trying to deliver a touch spell. So most creatures should naturally just ignore them because they are really not a threat compared to their master or other members of the party. Always hated people trying to blast my witches familiar because they knew killing the familiar would hurt bad.
Pest form is:Casting Duration 10 minutes or until dismissed
Ten minutes per wildshape pool point or pest form spell initially is pretty usable amount of scouting time for parties early on. Eventually you can extend that to an hour per wild shaping use.
In dungeons hunt target can be harder to use but out in the wild baring an ambush sneak attack you should be able to see your target well in advance to being able to attack or be attacked. At that point you can pick a target to hunt before anybody can do anything. I think the whole point of it is you are stalking/hunting your target not waiting until you are in melee range going I CHOOSE YOU!
Also its if you see it or hear it so if you hear something in behind the door ahead you can start hunting that target before you even enter the room or even see it or it seeing you.
If you are out way ahead of the party scouting it is probably better to relay their location of the danger to the party BEFORE engaging it. So yes your bear should have died because it was commanded to go YOLO without group support.
Even then any damage it is taking is damage an actual party member is not taking. It is sad when the companions die but still better it dies than a party member.
Bast L. wrote:
Pest form is too slow imo. A cat's movement shouldn't be 10 unless it's a 3 legged cat. The durations are also pretty short. Also, I agree that strength mod for uses is just odd, and makes wild order druids MAD.
Once you get the feat to boost stuff to an hour duration pest form becomes a pretty handy scouting tool. Even without it the ability is still nice. You can scout better in dungeons better than almost anything. What is another rat or mouse scurrying around in a dungeon. I would agree as they level though they probably are not using their older powers as combat forms but being able to heighten them out to 1 hour durations still allows for nice recon ability in forms that are not useless in combat against non top end threats.
Looks like it also fixed the issue with animal companions so that once they are nimble or savage their attacks count as magical. They also fixed the bag of holding issue that hurt my brain. Now a bag of holding would be really nice for an alchemist instead of something they would avoid like a plague.
I had a GM make some noises about this but after talking it through it is pretty obvious unless you are in some kind of clean room/meditation cell there is basically always going to be something laying around to fling with this spell.
The saving throw stuff makes a lot of sense. For the pure damage ones where it follows a consistent pattern there is no need to waste that many pages reiterating it over and over.
I also agree it should be worded more like make a basic saving through[stat]
That way it is easier to have a consistent wording from spell to spell where people clearly know where to look at a glance for the stat variable needed.
rayous brightblade wrote:
I have to assume they change magic fang for release. It is the perfect solution to a lot of the animal companion issues but the limitations on it prevent it from being used in the way it seems meant to be used.
I would argue this depends on the animal. A battle trained guard dog would very much intervene without command if its "pack" was attacked. My friend has some well trained herd guard dogs and they had a friend visit but one that had not been formally introduced to the dog. When the friend came up to hug my friend linda the guard dog basically body checked the guy and held him pinned to the wall until my friend Linda formally introduced them.
Ed Reppert wrote:
The problem was the original wording for the willing/unwilling stuff was something like an unconcious person is always considered willing. That rubbed a LOT of people wrong as it has a lot of really bad/uncomfortable connotations. So basically they scrap some realism to say if you are unconscious you can choose to allow somebody to give you a potion or not. Hell they give you the choice to accept a resurrection or not as well.
I would also support giving them a spell pool for some quick alchemy stuff. At level 1 alchemists seem to be in a pretty good spot they get a fair amount of stuff they can make for free every day. The problem is their progression is really flat and then once they get magic items they start losing stuff per day they can make. Then as they gain levels they get the ability to pour in more resonance to add other effects like double elixers or additive effects to bombs. But every time they use one of those tricks its taking at least 2 items per day away from their total capacity.
What would sorc think if using meta magic made you lose a spell slot per day to use?
It would make some sense that they get some kind of spell point pool for their feat type features to make their normal alchemical stuff do extra things. That way so you don't have your alchemist when they are making their stuff for the day have to guess if adding a smoke bomb effect to a bomb is worth two elixers of life or two bombs or two of some other alchemical item.
This edition has a lot of good things. I really like what they did with bards. The change of their ability for inspiring to cantrips lets them do their group buff job all day long and being full casters is a good way to go to keep them at a good power level.
I am glad the BAB stuff went away it looks like this go round if a wizard wants to pick up some fighter stuff and go armored mage that seems to be a viable path this go round.
I think some of the criticalness is this is a playtest and the stuff that does not work or is confusing or odd will get picked apart. As long as people are doing it in constructive ways it can be helpful.
It is nice that it lets them possibly back off a bit on going all in on STR and still be able to do really good damage and also now have better DC for their powers and enough resolve points to do stuff with. Having options is good especially for a class pulled in a lot of directions stat wise.