Goblin

kaid's page

Organized Play Member. 1,397 posts. No reviews. No lists. No wishlists.




2 people marked this as a favorite.

Some pretty good stuff for alchemists in this book. The new main discipline toxicologist seems pretty good. One really nice thing is two of the new common bombs in this book have the poison tag. Their creation during daily prep boost is 3 poison items for one reagent. That means they can have a really good mix of weapon/contact poisons AND still have good ranged bomb abilities. It puts it in a good spot flexibility wise and getting 1 action apply poison and and automatically use poison or class DC whichever is better without having to talent it is good.

I think almost everybody who goes this route picks the poisoner archetype as it really compliments it well.

One new feat for every alchemist that they probably all wind up grabbing is being able to add one of the other disciplines perpetual infusions to the list of what they can make for free. Churigeons for sure would pick this up to give them something useful for their on demand stuff which is lacking for them. And if you like what your spec gives you perpetual wise it gives you 2 more recipes of what you can do on the fly which is really strong.

Pretty good additions in general in the item section of the book of useful stuff like a mutagen that gives you a good boost to your AC which is nice for those who want to do more melee stuff and have some good weapon/unarmed attack and don't need bestial. Pretty good honestly for any alchemist to have for cases where they feel they need to go quickly armor up.


It looks like with a feat you can pick up the devise strategy feature of the investigator class. The difference though is you don't get to use your int bonus to that roll and you also don't seem to ever get the extra bonus damage from doing it.

I am curious if there is any point in ever picking this up. About the only benefit I see from it is unlocking some feats that require it but most of those feats the bonus is you can use your INT to a variety of skill checks where normally you could not letting an int user make use of various things that otherwise would be challenging to them.

As far as I can tell in most cases you would be using two actions for your first strike one to use devise strategy and one to strike for no change in damage or modifiers.


2 people marked this as a favorite.

So I was looking at making a plant druid and I was reading this spell more and it just seems a bit odd.

Its casting time is 1 hour and you can only have one berry at a time. Given you can recover 1 focus in 10 minutes why even bother having this thing cost focus just make it a druid uncommon ritual. Seems odd that they start with 2 focus but have no effective way of actually using it. At first I thought you could do it in encounter mode which made sense but somebody brought up the cast time on it which makes it kinda odd to picture how it works. Basically whenever a druid has an hour to putter around assume they make one?


My order with the core book/bestiary and lost omens guide is still listed as pending. I assumed maybe the order was holding off until the lost omens guide was ready but it still being pending at this point has me worried.


Since I ordered the lost omens world guide is that going to delay my PF2 core book and bestiary until the lost omens guide comes out? My order is still in pending mode and I would have thought I would have heard something by now.


This is along the lines of what I was thinking when trying to figure what an alchemist would look like in starfinder. I also like that there is a class that can fully utilize those nifty injection weapons without having to deal with um does this actually do damage to friendly targets to try to heal them issue.

My team I feel will soon look like like a grumpy bunch of pin cushions.


I was reading this and the damage numbers listed seem very high. The mk1 version if I am doing this right is available at level 1 for like 200 credits and does 4d4 cold damage.

That seems really high damage wise for a level 1 weapon.

It is possible I am misunderstanding how levels vs MK versions are working but it just struck me as odd.


One thing I am a bit fuzzy on and this may just be me missing something in the rules but can you use your skill improvements on your weapon skill or armor skills?

So can you burn one of those skill improvements to move something from trained to expert or is the only way for weapon/armor skills to improve is via class based specificly listed improvements?

I think it is the later but there is some argument in my group on that and they say the stated class ones are just bonus improvements if you did not already spend an upgrade on it.


First when you are empowering bombs that increases the level of the bomb how does the DC for bombs that have saving throws work. Is it vs the item level or vs the alchemists skill DC?

I notice there are feats that boost DC of things you make up to your skill DC but I am not sure if those are separate from bombs or not.

Also there is a feat to make things you make via quick alchemy share your DC for things that have saving throws but does this also work on the stuff using advanced alchemy during your prep time in the morning? It seems weird that the stuff you are jury rigging on the spot would have better DC than stuff you took your time in the morning to make.


First for injury poisons they are listed as three actions as the activation. I assume this is the initial application of the poison as it states that once applied it lasts until you attempt a strike with the weapon it was applied to. They don't list a duration so can you just apply your poison to your weapon during downtime and then have it go off when you first hit something with it? It I guess would make sense then as reapplying poison in combat would be fairly tricky so the three actions is probably warranted to reapply.

Second inhaled poisons. It says they go off when they are released from their container. Can you throw that container like a bomb? It seems odd that you would release a nasty inhaled poison by having it in your hand when you open it up. You can still work around it by inhaling deeply action THEN opening it but still seems like it would be more sensible to toss it and then once it breaks have it deploy the gas cloud.

Pik Pockets has not participated in any online campaigns.