Jemet Winderbole

ottdmk's page

Organized Play Member. 454 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.


RSS

1 to 50 of 454 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

One of my favourite examples of game concepts combining in unexpected ways with "the real world" (or stuff like kingdom building) is the Bottled Monstrosity Worm Vial.

This thing can create a 40' tunnel through solid rock in two Actions. The applications in construction are enormous. I consider it to be the biggest argument against Alchemists being able to use Advanced Alchemy or Quick Alchemy to create Bottled Monstrosities.


1 person marked this as a favorite.

Our forever GM wanted to try 2nd Edition, so we agreed... and ported over our party of L12 D&D 3.5 to Pathfinder 2e.

We enjoyed it, so we decided to stick with it. Then I decided to try out Pathfinder Society 2e play.

Pathfinder has been my main hobby ever since.


3 people marked this as a favorite.

When I wrote my Alchemical Items guide, I decided to go with a common sense approach. If it's a food item, and it's Alchemical, it counts as an Alchemical Food.

So, IMHO, Bravo's Brew is the first Alchemical Food (from Core Rulebook), as it it has the line "This Flask of foaming beer.

So, I count the following as Alchemical Foods (outside of Treasure Vault and the Tian Xia Character Guide.):

  • All the Alchmical Tapas from The Mask & Mirror in Lost Omens: Grand Bazaar
  • Boulderhead Bock
  • Bravo's Brew
  • Dark Pepper Powder
  • Grindlegrub Steak
  • Lastwall Soup
  • Moon Radish Soup
  • Saboteur's Friend


6 people marked this as a favorite.

I find myself thinking that the reason it ultimately will never happen is that a 15th level Runelord, having indulged the Sin of Greed for so, so long... would just find the rate of return too low.


I'd be really curious to hear details of your Build. Fighter/Alchemist can go a lot of different ways.


Plane wrote:
In 2 years and 2 weeks, you could assemble 10 wands. Using those alone, you could earn 70gp per day which is over 25,000gp per year. Those numbers don't seem very boring for an hour of "work" per day, then a few minutes once you have the wands.

That's still over two years of using every 7th and 8th level slot you have, plus Drain Bonded Item, plus however many Wands you have at that point.

You're really putting your life on hold for over two years, to reach a point where you can earn 25,000 gp per year for free.


4 people marked this as a favorite.

RAW? Nothing. On a practical basis? Time.

Chrysopoetic Curse is a 7th Rank Spell, meaning a Wand of Chrysopoetic Curse is a 15th Level item costing 6,500 gp.

As the Curse leaves behind 2d6 gp worth of gold flakes and dust (unless the target Critically Succeeded on the Saving Throw), at an average of 7 gp per Casting you would need to cast the Curse 929 times to afford a Wand. At 15th level you could cast the Spell 8 times a day with Drain Bonded Item. So, that's 116 days, with you devoting all your Rank 7 and Rank 8 spellslots, plus your use of Drain Bonded Item, every day.

Is it doable? Yes. Seems like a really boring way to live your life though.


1 person marked this as a favorite.

The benefit is that you can be casting the Composition Cantrip while doing any Exploration Activity. So you don't have to be using Repeat a Spell... You can do this while using Defend, or Search, or even Avoid Notice (although I wouldn't blame any GM for disallowing that one.)


Rune of Observation is a bit limited in that you have to be able to see where you place the sensor. But after that? For long-term surveillance there's nothing like it.

My 15th level Wizard, his group needed to get information out of a base commander. He and the party Rogue snuck into the base, got to his office, set the sensor above the desk, and retreated to a safe spot roughly 500' away. And proceeded to watch the commander sitting at his desk, going about his day, for the rest of the day.

Reports, personnel lists, all kind of things were open on that desk while my Wizard watched. And as he had a +5 Intelligence, the GM ruled that he could easily remember everything he could see. It was fantastic.


2 people marked this as a favorite.
Aristophanes wrote:
Errenor wrote:
Easl wrote:
My money's on them getting it from ... PFS feedback...
As a reminder, PFS reports include nothing about characters, not even their level. Well, yes, there's a name.

Really?

Every time I sign up to play PFS I have to give:
Character Name
Character Class
Character Level
Character's Faction
Character's PFS #

Now I don't know if anything except the PFS# is reported.
I've only ever played, so it may be that the GM only needs to report the #

I GM PFS2e. When you report, it's Character Name, Faction, PFS Player # and Character #.

Class is never mentioned in the Reporting. Sign-up sheets ask for it because it helps the GMs prep for the games.


1 person marked this as a favorite.

I have a Level 15 Wizard in a friend's homebrew campaign. Started him at Level 12... we brought the campaign over from D&D 3.5 at that level (the GM wanted to try Pathfinder, and, well, keeping the GM happy is a priority when he's been running for 10+ years.)

I've been giving a lot of thought to playing a Wizard in PFS. Kinda based on my other Wizard, but making some different choices. For one thing, I went Rogue Dedication with the other guy. I think I'd like to go straight Wizard this time.

One thing I've noticed: For the early levels, I think Wizards have the edge on Cantrips. For the first few levels Cantrips are, IMHO, pretty important.

Any Wizard can, of course, swap out their Prepared Cantrips every day. They share that capability with the Witch. The Sorcerer can't do that, at least not until later levels (when they're able to rely more on Spell Slots anyways.)

I mean, I like Eat Fire... Fire damage is common, it's a Cantrip that uses a Reaction (and a 1st level Wizard doesn't have a lot of uses for Reactions, usually), it has a fun secondary effect... what's not to like? Still though, if I know I'm going to be facing the zombie master, I'd rather slot something else.

By a strict reading, Spell Substitution doesn't work with Cantrips, as it specifies spell slots... but really, I think it's not a big stretch for the Thesis that enables swapping prepared spells to be able to swap a prepared Cantrip.

Spell Blending? While yes, it doesn't work to get high level slots for a while, you can still trade any slot to prepare two additional Cantrips that day. I can see value in the early levels for doing that.

Staff Nexus: While I agree with everyone who thinks that the whole "spend a 1st Rank slot to charge a single 1st Rank spell from the Staff" is pointless... it still will give an additional Cantrip (and you don't have to charge the Staff for that.)

The other two Theses don't really help in that way. I'm not a big Familiar fan, so I've never really examined what Improved Familiar Attunement really gives you.

I think though, that I'm going to stick with Experimental Spellshaping. I like starting with Reach Spell (going to go Human and grab Spellbook Prodigy as well.) My 15th level guy has gotten a lot of use out being able to swap between Spellshaping Feats. So that'll be fun at 4th.

So I'm looking at going Ars Magica, and I think it will work out quite well. Command is a fun School spell. Never noticed before that it shuts down Reactions until the Command is obeyed. Kinda cool.

One thing I do like about the new Schools over the old: the old Schools didn't give you free Spells in your Spellbook. The new ones do. I can appreciate that.

Third action, I have some options. Move, as always. Cast Shield if I prep it. (I do like Shield.) If I'm stuck close to the action, Protective Wards is there. Want to keep my distance? Reach Spell.

Anyways, I'm rambling.


Alchemist/Investigator is a pretty insanely strong Dual Class. Especially if you go with Alchemical Sciences Investigator, as that has some somewhat system-breaking interactions between the Alchemist's regenerating Versatile Vials and the Investigator's Quick Tincture ability.


2 people marked this as a favorite.

Ok, this sounds decent. A Munitions Crafter without access to normal firearm supplies can make 16 Black Powder rounds a day from 1st level. That's plenty for a single day... heck, 12 would probably be more than enough. Then options increase with level, allowing the use of Alchemical Ammunition in more circumstances.

I'm ok with that. The Alchemical Ammos are neat; somebody should be using them. Not like Alchemists are going to.

(IMHO, any Alchemist going Ranged should simply focus on Bombs.)

I'm unsure of Munitions Machinist. Adding in Quick Alchemy seems sure to disrupt a Gunslingers action economy.


1 person marked this as a favorite.

My big question is: Does Munitions Crafter have a larger batch size for Level 0 Black Powder rounds?

If not, making 4 pieces of ammo at first, ramping up to 14 at twentieth... it's in an odd place.


Not a buff, but I absolutely loved Blink Charge on my Warpriest. Fantastic spell. Usually prepared two a day once I had the L5 slots available.

*

5 people marked this as a favorite.

I started playing PFS games online during the Pandemic. I've really enjoyed the experience, for a number of reasons.

1) It's hard to get into a long running campaign. I'm lucky... I've been in two so far.

2) I got into my second long running group (we played through Extinction Curse and Outlaws of Alkenstar over a couple of years) because I met the GM through online PFS play.

3) Fitting in a 4-5 hour gaming session every now and then has been relatively painless.

4) I usually enjoy the plotlines.

5) I've "met" some genuinely imaginative, out of the box players. PFS tends to encourage trying out different concepts, ones that might not hold up over a long campaign but are really, really fun.

6) I enjoy GM'ing, and PFS Scenarios fit my GM'ing style quite well. I like bringing life to NPCs, but I suck at coming up with plots. Making homebrew campaigns is not for me.

I owe a lot to online PFS. I credit it with contributing significantly to my continued sanity during the height of the Covid pandemic.

Edited to add: While I realize it can contribute to "roll play", I like that PFS puts a lot of emphasis on Skill Checks and Recall Knowledge Checks. You don't want to neglect either Combat or Out of Combat abilities, no matter what you're playing, because both will definitely come up.


Tridus wrote:
He was known to keep greater elemental ammo in his gun when not in combat (thanks to Munitions Machinist), so he could start a fight with activating that and then Vital Shot, which is now doing 2 kinds of persistent damage on top of the hit (3 if he crits since it was a greater flaming gun, naturally).

This reminds me that we could use some clarification on Alchemical Ammunition. Magical Ammo doesn't apply Property Runes, but the rules for Alchemical are less clear.

Played alongside a Vanguard through Outlaws of Alkenstar. They fit quite well into our group (Bomber Alchemist (me), Armor Inventor, and a Bard filled out the rest of the group.)


shroudb wrote:
You are assuming that you try to counteract something of the level exactly when you get the item or lower.

No, I'm looking at the Counteract Level of an at-level threat over the course of those four levels.

shroudb wrote:
Since Elixirs have a 4-6 level gap in between them (4, 8, 12, 18), you more often than not, require a critical success to counteract effects using the elixirs, which means a nat 20.

How do you figure?

A simple success handles a Counteract Level of up to your Counteract Level +1, which you don't seem to be taking into account. A Critical Success is necessary for a Counteract Level of +2 or +3.

shroudb wrote:

Using the levels provided by the OP as a comparisson, at level 11, your rank 4 counteract, to counteract something of even equal level, let alone a higher level threat, will need a nat 20 to succeed.

Sure, in the very very slight chance that you happen upon the danger at the exact level you get the recipe, the odds are better, but even 1 level afterwards, your chances go from "unlikely but possible" to "need a nat 20".

As I've written before, there are exactly five levels, out of twenty, where you end up needing a Nat 20 to handle an at-level effect. With those Elixirs, anyways. Level 11, one of the problem ones, is one where Contagion Metabolizer is actually at its best, for example.

So, against an at-level effect, you run into serious problems three levels after you pick up the formula, not one. The worst is, as previously mentioned, Greater, as it reaches that point three levels before Major lands at level 18.

If I get a Lesser at L4, I can expect my odds to decrease along the way... the roll needed will be somewhere between 12 to 16 at High DC from Character Levels 4-6. But it's still not a mandatory Nat 20. That's Character Level 7, with things resetting with Moderate at L8.

Where I find Supreme Invigorating Elixir fascinating is that it actually increases your Counteract Level by 1. That's strong. To Counteract an at-level effect on a failure? Very nice. Counteract a (normal) CL+2 on a simple success? That can handle a Char Level +4 Boss.


1 person marked this as a favorite.
NorrKnekten wrote:
Though I do believe Shove technically does let you choose a direction, As long as the creature ends up further away.

That's always been my interpretation. Away on a diagonal is still away (as one example.)


1 person marked this as a favorite.
SuperBidi wrote:
No, the High DC at level 4 is 21 (20 at level 3). And High DC is what you generally face, spellcasters often even get closer to Extreme DC.
shroudb wrote:
As pointed above, Caster Enemies usually use at least the High DC for their abilities. For their more signature abilities that often come with the debilitating effects, they sometimes even use the Extreme DC.
Your points are well taken; however, it doesn't change my point. It was claimed:
shroudb wrote:
So, in 90% of the cases, the Item level of the specific elixirs requires you to roll nat20s to counteract.

This is absolutely not the case.

All Easytools Monsters isn't quite as comprehensive as it once was, but it's still a great starting point for most general trends. The Modal (or most common) Spell DC per Creature Level matches the High DC from GM Core. So, add +2 to all my numbers from my previous post.

Rolls of 11+ or 14+ are not the same as needing a Nat 20 90% of the time. Should Extreme DCs come into play, 15-16+, or 19-20. Still not Nat 20 90% of the time, especially as the Extreme DCs aren't supposed to be common until L15+... and even then, they're not especially common if All Easytools can be believed.

Now, is the capability provided by the Invigorating Elixir feat superior? Absolutely, as it should be. Investing three (possibly four, if you get both versions of Improved Invigorating Elixir) Class Feats should be considerably more potent than baseline Alchemical Items.

Still, having capability of removing conditions, even on a roll of 14+, basically for free... this is not a bad thing, in my opinion. Not something to be using on a regular basis, but good to have in the toolkit in case of emergency.

Back in the Core Rulebook era, my Bomber got hit with a Clumsy 2 condition, with a duration of 1 minute. Basically, a really annoying full fight Debuff. So I took a chance, spent a Batch on a Sinew-Shock Serum... and it worked. Made all the difference in that fight, and played really well into my Class Fantasy for Alchemist... the right tool, at the right time, always.

On a different topic...

Yeah, the healing from a Versatile Vial is completely underwhelming, even if it can be Ranged with no chance of missing. Only real use case, in Encounter Mode, is if you need to stabilize someone and you're out of better options.

Even out of Encounter Mode, adding 1 or 2 d6 to your Treat Wounds routine is pretty meh.

The only point where it gets interesting, is when Chirurgeons get their Advanced Vial ability at 11th.

Being able to heal to half at a rate of 40d6 hp (avg 140) per minute, for free, has a use case. I've been in situations where time between encounters is at a premium. Going to half for no resources that quickly... there've been times I would've liked that. At 12th level, with Greater VVs, it goes up to 60d6 per minute, or averaging 210.

Go to half with VVs, then throw in a Soothing Tonic to add in 50 hp over half in a just another minute... that's a lot of healing in a very short period of time.

Definitely not your usual set of circumstances, but I still find it interesting that the capacity is there.


2 people marked this as a favorite.
shroudb wrote:
So, in 90% of the cases, the Item level of the specific elixirs requires you to roll nat20s to counteract.

It's not quite that bad.

Bottled Catharsis and its counterpart, Surging Serum, got their mechanics smoothed out a bit over their APG versions, Focus Cathartic and Sinew-Shock Serum with the addition of an 8th level version.

2nd Level: Counteract Level 1, Check Modifier +6, can Counteract anything with a CL of 1 or 2 on a success. Typical DC of a CL1 effect is 15, meaning a 9 or better works. CL2 is 18, so a 12 would be needed.

4th Level: CL 2, CM +8. Counteracts CL2 or 3 on a success. CL2 still 18, so 10+. CL3 DC 20, so again 12+.

8th level: CL 4, CM +14. CL4 or 5 on a success. CL 4, DC 23, so 9+. CL 5, DC 26, 12+.

12th level: CL 6, CM +19. CL 6 or 7 on a success. CL 6 DC is 28, so 9+; CL 7 DC 31, so 12+.

Now, by this pattern, there really ought to be a 16th level version. There isn't. So, until L18, if you want to Counteract a L8 Condition, you need a Crit Success with this serum... which means a Nat 20.

18th level: CL 9, CM +28. CL 9 or 10 on a success. CL 9 is DC 36, so an 8+ will work. DC for CL10 is 39, so 11+.

So really, if you can use the at-level stuff, this isn't too bad. There are awkward levels, of course, because CLs increase on odd levels, and this Serum increases on even ones. So 7th and 11th levels, if you need to Counteract a CL 4 or CL 6, you'll need Nat 20s. It's worst for levels 15-17... yes, in theory, Greater Bottled Catharsis can Counteract CLs 8 or 9, but again, Nat 20s.

Invigorating Elixir will generally be better, because the Class DC - 10 formula will almost always be better, and (Class Level / 2, Round Up) for Counteract Level increases on the odd levels.

Contagion Metabolizer, the general anti-Disease/anti-Poison Elixir, is a bit more awkward. It only has three Tiers, not five... but its Counteract Level is (Item Level/2 round up), not (Item Level/2).

So the L5 version has CL3, meaning it works on a success for CLs 3 & 4... which generally will handle up to Level 9 when CL 5 shows up. The +11 check means a success on 9 (CL3) or 12 (CL4) before starting to need Nat 20s for CL5 at Levels 9 & 10.

Level 11, things start to work as expected again with Moderate. CL 6 and 7 on a Success, +19 on the roll is as strong as the L12 Bottled Catharsis... so rolls of 9 or 12 again. Gets awkward at 15th, just like Bottled Catharsis, but stays so for an additional level, because Greater Contagion Metabolizer is L19.

The advantage there being, Contagion Metabolizer finishes with a CL of 10, which makes CL 9 Counteracted on a Failed roll. The Modifier (+30) is also stronger.


1 person marked this as a favorite.

I've currently only played my 10th Level Mutagenist under the PC2 rules. I'm looking forward to playing my 11th level Bomber later this month (if I can grab a spot when 6-09, The Power of Legends drops.)

So, Norm Waglan, my Mutagenist, has Int +5 but doesn't have Efficient Alchemy. So, 9 Advanced Alchemy Items a day. He also has an Alchemical Familiar, and usually will take Extra Alchemy & Extra Vial.

4 doses of Bestial Mutagen.
1 Darkvision Elixir
2 Antidotes
1 Antiplague
1 Soothing Tonic in case he's out of Versatile Vials.
1 Mistform Elixir

He has 7 regenerating Versatile Vials, with an additional once-per-day one from Jeeves (his familiar.)

I've only played him twice. However, the following regimen has worked quite well:
Every ten minutes: Cheetah's Elixir, Bravo's Brew, Eagle-Eye Elixir.

I'm not a huge fan of the "drink your regen limit every ten minutes" strategy, but I've gotta admit, it's effective.

Roll Initiative: Hit the Collar, take a point of Piercing, gain 10 temp HP from the Bestial.
First round of the fight: Combine Elixirs Soothing & Numbing Tonics, Stride or Raise Shield (usually Raise Shield).
Rest of the fight: Two Versatile Vials in reserve.

Last game, was able to pre Buff, which I find pretty rare usually. So, used the one-a-day to add in Chromatic Jellyfish Oil and burnt the final two Versatile Vials on Rainbow Vinegar and Iron Wine. Still spent the first round on Soothing & Numbing.


Player Core 2 pg 58 wrote:
Advanced Alchemy: During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

So a Wizard with a Spellbook can prepare their Spells. An Alchemist without either a Toolkit or a Lab cannot do any Alchemy, period, even with a Formula Book.

Still, I don't think it's much of a hassle, barring a scenario like the postulated (PCs are imprisoned without gear.) Worst case, if the Alchemist can get ahold of the right tools, they can make a Toolkit in two days with a roll of 7+.


Ravingdork wrote:
Welcome to the new reality of the Remastered Alchemist. ;P

That's not the Remastered Alchemist... that was the Core Rulebook Alchemist. Kinda.

I played a Core Rulebook Bomber Alchemist in Outlaws of Alkenstar. At the end, I was doing the following:


  • Making four Moderate Elixirs of Life, one for each party member, for emergency in-combat healing. (We were lacking in that area.)
  • Four Silvertongue Mutagens for the Bard.
  • Four Numbing Tonics for our frontliner Armor Inventor.
  • Two Life Shot bullets for our Vanguard Gunslinger (he wanted some emergency ranged healing.)

And that was on top of everything I made for my Bomber's personal use... and he never ran out. There were a couple of spare Batches in there for Alchemical rabbits too.

Simply can't do that anymore. My PFS Bomber (11th level) is going to need his Versatile Vials for Sticky Bombs, and at 11 Advanced Alchemy items a day, he's not going to be doing a lot of support.

Alchemical rabbits though, I admit that PC2 Alchemist will be better at that. It's simply going to be a question of "can I afford to give up Offense to do this?"


I played a Core Rulebook Warpriest through Extinction Curse... had a blast doing so.

Was DPS secondary? Yeah, but it also wasn't nothing. There were a number of times when it was my guy's rapier that put something down, and that's what really counts in the end, right?

I did take the main Medicine Feats... heck, I spent a General Feat to get them faster.

I will say, on paper, I like the Player Core Warpriest even more than I liked the Core Rulebook one. Raise Symbol? I would've loved Raise Symbol for my guy's build.


Where things are still a bit unclear with Toxicologists is whether or not their Poisons can inflict conditions on the immune, or if it's simply a damage type swap.

PC2 pg 62 wrote:
Field Benefit:You can apply an injury poison you’re holding to a weapon or piece of ammunition you’re wielding as a single action, rather than as a 2-action activity. In addition, you flexibly mix acidic and poisonous alchemical compounds. Your infused poisons can affect creatures immune to poison. A creature takes acid damage instead of poison damage from your infused poisons if either the creature is immune to poison or that would be more detrimental to the creature (as determined by the GM). Typically, this benefit applies when the creature has an immunity, resistance, or weakness to one of the damage types.

There has always been support for Immunity not applying when the damage type doesn't match the Trait to which Immunity applies (ie, having a different damage type works around Immunity):

PC pg 408 wrote:
However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.

So, it's hard to say. My personal interpretation is that a 1st level Toxicologist can now do Acid damage to a Skeleton with Giant Centipede Venom, but the Skeleton won't be fatigued or clumsy if the Poison advances past Stage 1.

Still a major improvement, but not quite as good as it would be if Tox could hit Immune creatures with the major Debuff poisons.

Now, the Field Benefit completely avoiding Poison Resistance is just a complete win. And who knows, maybe some time a Tox will encounter something Weak to Acid and that will be a fun win too.


Yes, I believe that the general consensus matches your analysis, as far as poisons created with Quick Alchemy - Create Consumable goes.

Note that this allows you to poison up weapons in advance of a fight, if you use things like Doubling Rings or a Thrower's Bandolier.


As you've said you're going to game master, I would focus on getting GM Core and Player Core. Monster Core is great, but as Easl mentions above you can search monsters on Nethys easily for free.

When finances allow, I'd grab Monster Core and Player Core 2, and with that you're pretty much set.


4 people marked this as a favorite.

Errata gets incorporated when a book gets reprinted. At that time the PDF will be updated for no additional cost for those who own an earlier edition in that format.


Baarogue wrote:
But I consider it secondary to the fact that alchs are just not as good at hitting things with a weapon without getting high on their own supply - i.e., needing to use a mutagen to just keep up with a dedicated martial's to-hit bonus.

It goes a bit further than "keeping up".

An Alchemist's Key Ability Score is Intelligence. So, the best point of comparison is a similar Martial, like a Thaumaturge.

Without one of the four Accuracy enhancing Mutagens (Bestial, Fury Cocktails, Quicksilver, War Blood) an Alchemist will be behind a Thaumaturge for four levels: 5, 6, 13 & 14. The deficit is a -2. A Bomb using Alchemist would additionally be -1 behind at 2, 10 & 16, as Bombs get their Accuracy boost one level behind Runes.

With such a Mutagen, the Alchemist still remains behind at some of those levels... but the deficit is cut in half to -1. Compared to a Thaumaturge, the Mutagen using Alchemist has the following Accuracies:

-1: 5, 6, 13 & 14
0: 2, 10 & 16
+1: 1, 3, 4, 7, 8, 9, 11, 12, 15, 17, 18, 19 & 20.

So, behind for four levels, even for three, and ahead for thirteen.

Compared to a Rogue, which has KAS Dex:
-2: 13 & 14
-1: 2, 5, 6 & 10
0: 1, 3, 4, 11, 12, 16 & 20
+1: 7, 8, 9, 15, 17, 18 & 19

So, behind for six, even for seven and ahead for seven.

So you don't have to use a Mutagen. But I highly recommend it. I have an 11th Level Bomber and a 10th level Mutagenist in PFS. I also played a Bomber for ten levels through Outlaws of Alkenstar. Both the Bombers use (or used) Quicksilver all the time. The Mutagenist uses Bestial. It's been great.


I have to agree with BotBrain that it's mainly an in-universe thing. I have to admit that pouring a poison on a body part breaks my suspension of disbelief. Yes, it's an injury poison, but being directly applied like that I would still expect it to affect the user, not allow it to poison opponents.


I'm currently just amused they forgot the Frequency: Once a Day line on Necromancer's Quickened Casting.

More impressions to come, I'm sure.


2 people marked this as a favorite.

I've been meaning to chime in on this for a while.

I think there's a real place for this Archetype.

I think it scratches a different itch than Warpriest. I played a Core Rulebook Warpriest for 20 levels through Extinction Curse. I did so partly because of the poor online reputation of the Doctrine, and I never regretted it. Loved the character & loved the Doctrine.

This would be different. There's a real psychological benefit, IMHO, to getting your Expert Proficiency with Strikes at the same time as everyone else. I imagine it will be most pronounced in 1-10 campaigns. I know the Warpriest player in my Abomination Vaults campaign has been eagerly waiting to catch up with the others at L7.

Not as strong a Spellcaster, to be sure, but I think that's ok. You still have four strong slots on top of your Battle Auras, and then there's the Creed Magic slots. To be honest, when I was playing Ellisar, my Warpriest, a lot of times I wasn't casting all that many spells in an Encounter.

Also, I like the mechanic. Put up a Bless (something Ellisar did a lot), and then start hitting things.. and starting at 4th the Emanation will increase 10'.

I like Empowered Onslaught as well. The idea that a Crit can start a slippery slope is pretty cool. Because with Bless, a Crit leads to an equal Status Bonus to Strike as Rank Six Heroism... For everybody in the party, including yourself. Which makes a second Critical just that much more likely... And that's Rank 9.

About the only thing I really don't like is that Aura Expertise doesn't play well with Empowered Onslaught if you only have one Aura up.

If this had been around when I played Extinction Curse, I might've chosen it. No regrets at all, but still, maybe.


3 people marked this as a favorite.

"Sacrificing thralls... is there anything it can't do?" - To paraphrase a certain lich.


It's a question I've begun to contemplate lately, because I was theory-crafting a Toxicologist that actually uses Blowgun Poisoner. Largely because man, pulling off a crit Blowgun Strike would have a ton of style.

So, if I'm using Avoid Notice and I have my Blowgun in one hand and my usual flask of Quicksilver Mutagen, will the GM let me down the Mutagen without breaking Stealth?

Similarly, as I have a chance to remain Hidden, can I draw my second (of four) poisoned Blowguns? Or a poisoned Javelin?

Just theorycrafting. I have no plans on playing such a Toxicologist anytime soon.


As a player, I've completed both Extinction Curse (1-20) and Outlaws of Alkenstar (1-10). As a GM, I'm currently running Abomination Vaults (1-10), and given the group has been stable for well over a decade, I have no reason to believe we won't finish it.

It just takes a long time. We game every second Wednesday, for three hours.


1 person marked this as a favorite.

You're a bit off with Alchemist accuracy. The big thing is, Alchemists have Mutagens, and Mutagens help.

I have a Bomber in PFS, currently 11th level. With the Remaster rules, his accuracy compared to a Rogue looks like this:

-2: 13 & 14
-1: 2, 5, 6, 10
Even: 1, 3, 4, 11, 12, 16, 20
+1: 7, 8, 9, 15, 17, 18, 19

I tend to discount the -1 levels. I've played through them three times so far, pre-Remaster. It really doesn't make much of an impact.

So that leaves 13 & 14 as the only truly painful levels. Which sucks, but at least it's only two levels.


Dragonchess Player wrote:
Squiggit wrote:
Dragonchess Player wrote:
The "must max out your key attribute" is, IMO, a holdover from PF1 or D&D3+.
I don't entirely agree here. A character with a 16 in their KAS in PF1 generally feels a lot more stable than a character with a +2 in their KAS in PF2. I'm sorry but if you tell me a Barbarian with +2 Strength is actually really good I don't think I could believe you.

Counter-example: Combat alchemist (probably bomber; not mutagenist, considering how underwhelming PF2 mutagens are) going into mauler. Str +3 and Dex +2 or +3 are more useful early on than Int +3 vs. +2...

Also, note my exact words (which you cut and seem to have ignored): "a +3 (or even +2 in some specific cases) at 1st level in the key ability score of a class (which does not always match the most important ability score for a character)..."

Before the Remaster, there was definitely a place for a low Int Bonus Alchemist... particularly Mutagenist. I built a highly successful Str +3 Cha +3 Int +1 Mutagenist, and played it to 10th Level.

With how Resources work for the Player Core 2 Alchemist, every Alchemist needs to max out their Int Bonus. Every point less than Max is one fewer Advanced Alchemy Item per day and one less Versatile Vial per Encounter.


1 person marked this as a favorite.

This reminds me of Raise a Tome. the L2 Magus feat. My Sparkling Targe Magus has that one; it's fun!


1 person marked this as a favorite.

I take full credit. I upped my pledge by $31 (CDN) this morning.

:-D :-D :-D :-D :-D :-D

(But seriously, it's weird to think that if I didn't do that, on a whim, it would've finished just short.)


2 people marked this as a favorite.

They broke $610,000 by eighteen dollars (Canadian)!!! Which means the campaign met the Multiclass Archetyping Stretch Goal!!!

Talk about every dollar pledged counting! Heck, I upped my own pledge this morning on a whim by $31! (Went from Early Bird Digital with a dice set to Digital Deluxe with three dice sets.)


Funded! Funded funded funded! Woo!!!


Fair point, but for the time being I'm going with majority rule. We have two sources with the nerfed Splash to one with the original. (Both Player Cores largely agree on Splash, although PC2 has the wording on Strength bonuses that PC1 lacks.)

TheFinish wrote:

1 - Yes, technically, you can't Strike anything but a creature. However, Paizo doesn't follow this RAW at all since you can find plenty of instances in published Adventures where you're supposed to Strike objects, and they're given AC, HP, etc. The most common of these are Hazards, for example, the Slamming Door. Being able to attack the floor isn't spelled out but it's something you should be able to easily do.

2 - The Splash trait change affects only Splash damage, not any other effects the bomb would have against creatures/objects within the Splash area. Stuff like the Skunk Bomb save or the difficult terrain from the Aether Marble still apply even on a miss.

A Skunk Bomb has its effect (with saving throw bump) to everything in the Splash area. Under the Player Cores version of Splash, on a miss, the Splash doesn't have an area, as it only effects the target.


2 people marked this as a favorite.

While it is rather silly, by RAW you cannot just throw a Bomb at the ground. The definition of Strike specifies a Creature as the Target, and a Strike is how you Activate a Bomb.

It also occurs to me that things like the somewhat unique design space of Skunk Bombs may be why Paizo decided to end area Splash on a miss.


2 people marked this as a favorite.

Hasn't Paizo been fairly clear that Starfinder 2e is only balanced internally? That while yes, the underlying rules are compatible, bringing content from one game to the other is not for the faint of heart?


Player Core pg 199 wrote:
You’ve learned the humble art of construction, of finding lost people and things, of moving speedily among buildings and moats

I don't know about you, but I think Revealing Light would be aces at finding somebody unconscious in the underbrush.


Given the toolkit rules, I honestly don't see any reason why you couldn't leverage them to throw one of your renewable Versatile Vials with one action. And I suppose there are some build where this might come in handy every now and then.

Still, Versatile Vials are such a lackluster Bomb that I honestly think you'd be better off using them to Quick Alchemy:Create Consumable at all times and eat the extra Action to get a much better Bomb. I would take a Moderate Acid Flask over a Moderate Versatile Vial any day.

Quick Bomber remains far superior if you can spare the Feat slot.


I've really enjoyed Neverwinter Nights over the years. (Haven't played NWN2.) So this project intrigues me, given Ossian's NWN roots.

While a Linux client may be too much to hope for, perhaps the game will run in Wine or Proton...


Mangaholic13 wrote:
ottdmk wrote:

I've written "An Alchemist's Guide to Alchemical Items", and I've included a section that deals with Alchemical Foods. Please download it... the Google Drive PDF viewer is definitely not the best.

I haven't updated it to Player Core 2 yet, and definitely not the Tian Xia Character Guide (which I don't own yet.) But it's reasonably complete. Hopefully you can find it useful. Feedback is always welcome.

Ooooh! I'm definitely downloading this! Any chance you could put out a message after it gets updated for PC2 and TXCG?

Absolutely! I have a thread here in the Advice subforum where I invite discussion and post any updates.


1 person marked this as a favorite.

I've written "An Alchemist's Guide to Alchemical Items", and I've included a section that deals with Alchemical Foods. Please download it... the Google Drive PDF viewer is definitely not the best.

I haven't updated it to Player Core 2 yet, and definitely not the Tian Xia Character Guide (which I don't own yet.) But it's reasonably complete. Hopefully you can find it useful. Feedback is always welcome.

Full Name

Chip

About Chip - SF

Chip