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Edit:sorry if this gets double posted, forums acting up all weird.

Leaving aside the issue of having to try to "parley" even against those directly attacking you at the start of the combat (which is a lot more restrictive imo compared to other tenets)

Isn't the "upgrade" of their Champion reaction miles worse than all the other upgrades for the other tenets?

It only applies to Attacks that are also AoE, that's like... Whirlwind and Cleave?

Nothing else comes to mind.

In direct opposition, both the other upgrades, for paladin and liberator, allow your whole party to benefit (gaining either an AoO or a free Step respectively) regardless of what the trigger for the reaction was.


For the most part, i don't mean "which martial can be build the most ways" but "what build have you found that covers the most situations"

there are a lot of ways and multiclass that enable myriad concepts for martials imo, giving them options both from the start and as they level up to do much, MUCH more than "i full attack" (and obviously that's a good thing)

which one has picked your interest?

i cant yet decide who i personally like more from:

monk/barbarian focused on maneuvers. extremely mobile and can switch from control to damage in the blink of the eye.
ranger/fighter, taking all sorts of "press" attacks to the extreme with his incredibly low MAP
champion/monk with shield and weapon, similar to monk/barbarian, but instead of control/damage, he is defense/damage hybrid
rogue/bard, the "least" martial out of all, but a seriously mean debuff machine on top of the usual rogue skill shenanigans.


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"This tincture lets you pinpoint your foes. For the next
5 minutes, your alchemical bomb Strikes reduce the
circumstance bonus to AC your targets gain from
cover.
Type lesser; Level 4; Price 14 gp
Reduce your targets’ circumstance bonus by 1.
Type greater; Level 14; Price 700 gp
Reduce your targets’ circumstance bonus by 2."

Ehmmm what?

Is it me, but this one per RAW doesn't "reduce the penalty from cover for your Bomb Strikes" but make those hit by your strikes have a constant, blanket "-x to their bonus from Cover for everything"?

And for how long is this "debuff" lasting? The full 5 minutes after you hit them?

Seems to me like they were trying for something else, but the end product does something different imo...


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Core abilities:

Infused Reagents:
Add:
"Alchemical items with this Trait use your Class DC"

Quick Alchemy:
Replace:
"This item has the infused trait, but it remains potent only until
the start of your next turn." with
This item has the infused trait, but it remains potent only until
the end of your next turn.

Perpetual Infusions:
Changed from 7/11/17 to 5/9/15
Decoupled from research field. Now reads: "Choose 2 level 1 alchemical items you can make except Elixir of life" for all 3 fields.

Alchemical Mastery:
from level 17 to level 15

Added:
Legendary Alchemist Level 19:
you become Legendary in Alchemist Class DC

Double Brew: (Level 9)
Replace whole ability with:
COMBINE ELIXIRS [free-action]
ADDITIVE 2 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item
that has the elixir trait and is at least 2 levels lower than
your advanced alchemy level.
You’ve discovered how to mix two elixirs into a single hybrid
concoction. You can spend 1 additional batch of infused
reagents to add a second elixir to the one you’re crafting.
The second elixir must also be at least 2 levels lower than
your advanced alchemy level, and the combination elixir is
an alchemical item two levels higher than the higher of the
two elixirs’ levels. When this combination elixir is consumed,
both the constituent elixirs take effect. For example, you can
combine two elixirs of life to create a combined elixir that
heals twice the normal amount, or you can combine a lesser
darkvision elixir with a lesser eagle-eye elixir to both gain
darkvision and find secret doors.

Arcane Alacrity: (level 15)
Replace whole ability with:
COMBINE ELIXIRS [free-action]
ADDITIVE 4 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item
that has the elixir trait and is at least 4 levels lower than
your advanced alchemy level.
You’ve discovered how to mix three elixirs into a single hybrid
concoction. You can spend 2 additional batches of infused
reagents to add a second and a third elixir to the one you’re crafting.
The second and third elixirs must also be at least 4 levels lower than
your advanced alchemy level, and the combination elixir is
an alchemical item four levels higher than the higher of the
three elixirs’ levels. When this combination elixir is consumed,
all the constituent elixirs take effect.

Research Field:

Bomber:
Level 1: Can choose Dexterity as Primary stat.
At level 15: Becomes Master with Alchemical bombs.

Mutagenist:
Replace 1st level ability with:
Can Choose Strength as his Primary stat. When imbibing an infused mutagen that he has crafted himself increase the item bonus by 1

Chirurgeon:
Add (on the level 1 ability):
"You also use Craft to qualify for any skill feat requiring Medicine. Your Treat wounds upgrades can use Craft rank instead of Medicine rank"

Class feats:

Removed:
Powerful Alchemy
Combine Elixir

Altered:
Revivifying Mutagen: Now it rounds up
Efficient Alchemy: They also cost half to make with downtime rules.
Enduring Alchemy: Quick alchemy lasts 1 minute
Potent Poisoner: Poisons deal minimum damage even on a successful saving throw (still deal 0 on a critical success)

Added:
(level 8 to replace Powerful Alchemy):
Healing bomb: Additive 2. You can make Elixir's of Life with this Additive (so 2 levels lower) that have 20ft range. Range increases for Bomb attacks affect this range.

(Level 6 to replace Combine Elixir):
Quick poisoner: You need 1 interact action to apply an injury poison to a weapon instead of 3.

Your opinions?


You need an action.

Every round.

To NOT look in front of you.

Not sure how i feel about that...


What would be the (in your opinion) the most reliable way to inflict Frightened 2.

preferably in a manner that can be repeated across the day a fair amount of times (no need to be at will, but not like 3-4 times per day either)

And preferably be online by mid-levels (like 12 or so)


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The research field gives:

"Whenever your
proficiency rank for simple weapons increases, your
proficiency rank for unarmed attacks increases to the
same rank unless it’s already better."

which according to the recent Friday reveals it's actually baseline for everyone.

and

"You can gain the benefit of any mutagen, even if
it wasn’t specifically brewed for you"

Which again is baseline for everyone since it's leftover text from the playtest and has since been removed from the live version of PF2.

So, it literally does nothing.

The class already has several issues (like chirurgeon's ability actually doing almost nothing as well due to every single "treat wounds" upgrade going by medicine rank and Chirurgeon's ability lacking the language to rectify this) but this one is the most glaring imo.


do you have your Alignment trait?

The words "Alignment Trait" appear only once in the CRB, when describing Alignment damage.

Bestiary plainly says that everything has an "alignment trait" and basically says that Alignment = Alignment trait.

So, is an Evil character is suceptible to Good damage, a Good character is succeptible to Evil damage, and etc?

If that's the case, doesn't that gives a distinct mechanical advantage to neutral characters?


As an example, if there's an item with item level 4, can you craft it as a level 5 item (assuming Ofc you are at least level 5 yourself)?

Stats and etc would obviously be same as the level 4 item, it'd just have a higher level for counteracts and etc


1)
So, rogue's Poison weapon feat allows you to apply contact poison on your weapon (and deliver it through the weapon attack) but in the live version, contact poison is specifically not delivered via an attack.

"Contact poisons are
infeasible to apply to a creature via a weapon attack due to
the logistics of delivering them without poisoning yourself."

is this an oversight/typo from the playtest version that contact poison could be applied to weapons, or is it simply something extra that rogue can do?

2)
contact poison "bomb". Since contact poison method of application is

"A contact poison is activated by applying it to
an item or directly onto a living creature’s skin"

and the method of doing so is an Interact action.

Can you simply "pour a vial" of contact poison on a target? (interact action as per the rules, or attack action as per logic?)
Can you throw a vial of contact poison on a target? (ranged attack like a bomb probably?)


If I got this right, even if you have a focus pool of 3, if you spend them all in a fight, then for the rest day you can only recharge up to 1 focus (excluding feats that allow up to 2 obviously).

Right?

Because refocus gives only 1 and it has a condition that you have spend a focus point since the last refocus.

It's not like you can say "I refocus for 30 min and get all 3 points back" correct?


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so... the whole point of a bestial mutagenist is attacking under this mutagen's influence.

the "new and improved" version of it though is absolutely trash:

it no longer scales #of dices (used to be 1 die higher than a weapon of your level), just gives a very slight increase compared to a natural weapon you would get from other sources either way.

so, now, the ONLY thing that the mutagen does is:
-2 to AC, -2 to reflex, d12/d10 at level 11+

it has a +1 higher than your weapon (that you're now required to have for striking and properties either way) but Alchemist is already -1 due to strength not being main ability not even for the mutagenist (i guess only rogues are special in actually being able to choose their actual main stats...)

so, we're left with an "attacking archetype" that caps out at expert proficency, has 0 combat feats, has lower AC even from a giant barbarian, and all he gets back is that his die eventually becomes a d12...

what's the point?


just to point out, that the universalist's drain focus RAw is still:

"gain an extra (whatever level spell)/ max spell slot"

the ability grants 1 more use of drain focus/spell level that you have, so 2 drain/day at 3, 3 drain/day/5 and etc

but focus is usable at each and every empty slot.

so, as an example, a 9th level wizard gains (RAW) 5 extra 5th level spells (and with focus conservation another 5 3rd and etc)

I'm pretty sure that the RAI here is that the drain focus of the universalist is suppossed to work only once for each specific spell level, but afaik that's not what's written in the ability at all.


We need precise language and rules for holding multiple alchemical items in one hand.

As of now, the only rule is that you need 1 free hand to Quick Alchemy something.

And then we have:
Quick lobber: allows 2 bombs with 1 hand
Double brew: allows 2 whatever elixirs with 1 hand
Alchemical alacrity: allows 3 whatever elixirs with 1 hand

If the intent is that each item requires a separate free hand (makes sense but it's not how any of the 3 above are written plus it furthers majorly weaken the class) then Alchemical Alacrity, the level 17 class feature that all alchemists get, doesn't even work (you only have 2 hands, you produce 3 items with 1 action)

So... What is?

A) you can hold multiple items in one hand (up to how many?)?
Or
B) all the above need errata and Alchemist needs a new level 17 ability. Also, yet another nerf to Alchemist needing 2 free hands at all times to even use his abilities (at the same time that casters get errata ed to need 0...)?
Or
C) you can only hold multiple while using the above abilities (how does that even make sense)?


We had an argument with a friend if this can be used once per day or basically at will.

One side of the argument was:
You choose a SINGLE spell. So when used, it's gone.
The other side was:
You prepare a single spell, yes, but there isn't any mention that the spell is expended. Hell, it isn't even "cast" it can be from a ticket charging and etc. Also, It's 18 level (so almost capstone) and a single cast feels weak for that level.

RAW, it seems that it's indeed at will as worded, but it can also lead to stuff like "my condition is moving, so as long as I move, I can trigger Improved Invisibility (invis 4th) on myself (hence permanent)"


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I hope this is a typo, or I swear I'm done with this edition.

The "Mutagen crafting" ability that alchemists got at 5 is completely gone (and they're still uncommon).

As of now, that means that the only one with access to mutagens, at all levels is the mutagenic path?


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Like all consumables, alchemical items give small temporary buffs.

But unlike magical effects that grant +conditional bonuses, they grant +item bonuses.

The issue stems from the fact that +item bonuses are permanent bonuses you already have from your permanent items.

Moreover, those permanent +item bonuses are already assumed in the tight math that you already have them.

Hence, more often than not, temporary +item bonus offers exactly 0 bonus.

This is what causes most Elixirs and mutagens to be actually 100% useless.

You can see the fact that +item bonus is plainly bad in the new 1.6 updates :

Chirurgeon as an example, gets "at will give +0 vs poison and disease"

from level 7 to level 15 his class abilities gives exactly +0 bonus.

Which obviously is silly.


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So... Perpetual Infusions
is not free.
it actually replaces the extra Quick alchemy uses (1/2 level) that Alchemists got at level 9

instead, at level 7, we get at will powers.

something that alchemists' sorely needed.

now, let's look at them:

chirurgeon: Literally nothing. +2 armor is at level 7 already, so you already have +2 item bonus to ALL saving throws.

poisoner: Your choice of nothing (like above) OR a DC 14 poison. Let me say that again: DC 14 at level 7 I think that monsters only fail that on a... 2? Plus, since it's only on Quick Alchemy. You need 1 action to make, 1 to apply and then 1 attack and if you don't attack, then it fades. Basically, you need to be adjustent, have the enemy not move, spend a full round, to make ONE attack, that if the monster rolls a 1, then it takes 1d4 extra damage...

Bomber: cool, at will bombs are like cantrips right? Nope. 2 levels later, scale worse, so, just worse cantrips...

mutagenist: +1 item bonus can potentially be used someplace...

Now

speaking of mutagenist:

WTF. Like seriously...

a)why split his base feature and his level 5 feature into 2? That's just a single class feat as opposed to everyone else actually getting some actual benefits equal to a feat with their abilities in EACH tier.

b)expert at unarmed at 13... Since we established that they are already 1 less feature than literally every else specialization, and since for some reason mutagenic means only bestial now, why not actually scale him like bomber:

his starting feature should by all means and rights be his 5th level feature.
his 5th level feature should be expert, but only when under the influence of mutagen
his 13 level feature should be master but only under the influence of mutagen

still crappy +item bonuses that won't stack with basic equipment

self explanatory

alchemical alacrity

still somehow we hold 3 items in one hand

bullhead mutagen

can we please have an explanition what "-1 rp" means. Is it while under the influence your max RP gets reduced? Do you lose extra RP just by drinking it? What happens, and if it's the latter.. why?...


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It has been stated that feats that used to grant extra "spell points" are now gone.

And (some? all?) powers are being buffed accordingly.

My main concern is that this will, unarguably, result in "less but stronger powers" for classes that relying on them.

This will result in much more rounds spend "auto attacking" as opposed to doing your interesting class things.

Let's take one of my favorite classes (quite unexpectantly since i hate them from all the way back to 2nd AdnD):

storm druids.

Now, storm druid's bread and butter single target damage "spell" was, unsurprisingly) his Zap.

1d10-1d12/spell level with some extra conditions thrown in is pretty nice.

Let's say they buff that (to what really?) to compensate the (at minimum 4) less SP.

Let's say that now it gets 2 dices scaling.

Sure, overall damage will be much greater now, but on average I'll have it much less times/day, at 20, from a minimum of 11 (but more likely around 13-16) to something like 7-8 IF i boost Cha to the absolute max that I can (limiting my character build even more).

So, that's almost half. Those 7+ less SP (rounds using powers) are in reality ~2 full encounters/day less that I'll be using Tempest/(other powers) and ~2 full encounters more that I'll be forced to "auto-attack".


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This was a great chance, since you redesigned and gave a pass to so many alchemical consumables to fix some of the glaring issues of the Alchemist class.

you literally did nothing of the sort (well, you did 1 major nerf for some unspeakable reason).

To start:

GET RID OF THE +ITEM BONUS TO SAVING THROWS

I hope that this was enough emphasis on the issue.

Literally every single elixir is +item bonus. And in some cases, it might be slightly helpful, like, you don't need to get an item to grant you this on a skill check. But saving throws is another deal.

because:

BY DESIGN WE ALREADY HAVE +ITEM BONUS TO AAAAAALLLLLLLL SAVING THROWS

what do i care for a "+2 item bonus to saving throws vs diseases" at friggin level 10, when i already have like +3 to ALL saves already from my must have armor?

Or, you may see that juicy +4 bonus (as literally the only thing the item does). And then you notice that, it really is just a +1 bonus.

If I wanted a +1 bonus, i wouldn't be using a 10th level item really. I would be using a frigging CANTRIP.

To continue:

Great job at gutting to oblivion one of the very few actually good elixirs in the entire list. Mistform elixir is now "use focus or bust". I call bull on that.

Was it powerful? Sure. Make it 4 rounds. But straight up 1 round duration? With 2 actions to actually use it? (1 interact to draw, 1 interact to drink). That's Cantrip level of power right there "spend all your round for a bit miss chance for that round only" seems about right FOR A CANTRIP.

Furthermore:

Mutagens still have that nice level 6 feat tax to be even usable in combat.

To add a bit of insult to there, let's make them the ONLY consumable without added Focus benefits. That'll show them nasty overpowered Alchemists what's what.

Nicely done.

Furthermore:

Healing elixirs are still exactly 50% as effective as Heal. I mean, I get it. We can make 2 for 1 point. So, let's make it half the value. Except, there's this little thing called: Action economy. And this little other thing called: We don't get "free" casts of them with powers or anything, they are exactly as valuable as spell slots to us.

Really, really disappointed.

And more importantly, not a WHISPER of why is that.

Are we on this forum, on reddit, on literally every other source so wrong when we see Alchemist as a DEAD CLASS atm?


i'm trying to make a build that tries to exploit critical hits as much as possible. To see where's the limit.

so far, my "best" one is something like:

fighter (best "base attack bonus"
mc sorc (access to true strike and magical striker, both additive with all conditional/situational modifiers)
2nd mc cleric (access to zeal for a second stacking modifier as well as access to spell pool for more magical striker procs)

race and race feats, are somehwat flexible. You need access to human, so human/halfelf/halforc, but apart from the level 9 racial feat, all others are open (more general feats, more skills, more class feats are all available from human, as well as mien for anti-fear aura, more cantrips, highers speed, and etc if you go half elf)

for class feats:
1)power attack (i know that this is usually a trap, but since we go for high alpha strike, i think it can work)
2)sorc dedication (we choose sorc over wizard because cha>>>int)
4/6/8) sorc spellcasting, familiar, and magical striker
9) (human feat) cleric multiclass
10) cleric domain
12/14)expert sorc spellcasting, sorc breadth

for weapons we go dual wielding a Pick and a staff of divination. Staff allows for somatic components, and sorcerer spellcasting doesn't have material components. So we can cast freely with those 2 in hand.

at 14 level we have:
+14 from level, +5 from strength, +3 from weapon, +3 from prof, so:
+25 attack for 4d6+5 (fatal d10)

we also have 2/2/2/1/1 spells as well +1 spell of either 1st or 2nd level (we'll go for 1st) from familiar, so 3/2/2/1/1 spells

we also have a spellpool of 4 points for zeal.
we also have another 5 true strikes/day from the staff of divination

that gives us heroism (3rd) for 2 battles, and heroism (5th) for 1 battle. As well as 8 true strikes/day, and we're left with 2 more level 2 spells and 1 more level 4 spell (invis and fly come into mind)

that also gives us a max of 18 times/day that we can use magical striker (if we stretch out our uses)

our "nova crit" though eats 2 uses of this pool

nova crit would be something like:
+2 conditional attack bonus from heroism (5th)
+1 zeal
+1 magical striker
+3 (from -2 circumstantial flanked monster and -1 conditional frightened monster (we do have secondary Cha)
roll twice from true strike
+2 dices of damage from power attack
+2 dices of damage from zeal and magical striker

for a total of:
+32 vs an AC of 34 (so we need a 12 to crit) for 8d6+5 (17d10+27 crit)

12 to crit with roll twice comes out as 1-(0,6*0,6)= 64% for 120.5 damage crit
chance to miss is 1/400 (so 0,25%)
chance to just hit is thus 35,75% for 33 damage

average DPR would be around 89 damage (but, due to the polarizing results of either 33 or 120, "average" doesn't mean much in such a build)


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I think there's an issue in the fact that your racial proficiency stays permanetly as "trained" and doesn't advances alongside your "normal" class weapon proficiency.

As an example, an elf rogue will be trained at longbow, but suddenly, at level 13, he will become expert at shortbow but not with the longbow that he was using for the previous 12 levels.

This is strictly because Weapon Familiarity is worded really, really bad.

"become trained in x,y,z. "Race" martial weapons (a,b,c) count as simple, yadda, yadda, yadda"

Thing is, x,y,z and a,b,c are different. That is because "race traits" on weapons exist.

So, elven curved blade, has the "elf" trait. The longbow, doesn't. So, going by traits, longbow isn't an "elf" weapon (regardless if it's under the "weapon familiarity (elf) feat), it's still the same martial weapon it always was, you're just trained in it.

Simplest solution would be the inclusion of the actual racial trait on weapons under the respective weapon familiarity feat.

so:
bows, rapier, short/longswords gaining the elf trait
battleaxes, picks, warhammers gaining the dwarf trait
galive, kukris gaining the gnome trait
and etc for all races.

since all martial classes that increse weapon proficency always increase it for simple weapons as well, this will allow "racial" weapons to be advanced per normal as well.


Quick Alchemy requires a SINGLE hand and it creates an elixir.

Then, at level 13, without altering Quick Alchemy elsewise, we can create 2 elixirs. Presumably, you're now holding 2 elixirs in the same hand (as an example, the other may have a shield, a weapon, a bomb, etc)

Then at level 17, we're now creating 3 elixirs. Again, still need ONE hand free.

So far, this seems RAW (and given that we can't have 3 hands ever, and we can create 3 elixirs, also RAI)

The question is though, if we can hold 2-3 elixirs in one hand, without this being stated as being part of the ability, but somehow handwaved as being an everyday, normal thing, why can't we normally also hold 2-3 elixirs either way? Or can we?


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with Monk now available, unarmed paladins get access to Monk stances.

we know deific weapon doesn't stack with powerful fists (since you can only increase die size once) but what about stuff like dragon stance now?

would dragon kicks for a paladin be a d12? tiger/wolf claws a d10 and etc?

they are unarmed attacks dealing a specific damage die (not increased so far by anything).
unarmed attacks are simple weapons
deific increases simple weapon damage die


we know that:

Quote:

Free actions start with this symbol: . Free actions follow

the same trigger rules as reactions, and like reactions, you
can use them on your turn or on another character’s turn.
Unlike with actions or reactions, you can use as many
free actions per round as you like, as long as their triggers
occur. However, a specific trigger can trigger only one of a
character’s free actions.

the issue is:

can you "lingering, harmonize, inspire heroics, inspire courage?" (as an over the top example)

Inspire courage is a "1 round composition cantrip"

lingering trigger is:

Quote:
Trigger You finish casting a cantrip composition with a duration of 1 round.

harmonize trigger is:

Quote:
Trigger You finish casting a composition.

inspire heroics trigger is:

Quote:
Trigger You finish casting inspire courage.

Now, I'm going to say, probably NO.

but truth is, all 3 triggers are different. And even if they trigger off the same ACTION that, RAW-wise, all three are different(again):

Quote:
specific trigger

that according to pure RAW, each can trigger a free action.


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balance wise:
Nature already has a mundane healing option and is Wis based.
Clerics and Druids already have good healing options.
Rangers can use Nature for healing as well.
This will give Int healers like alchemist something to do to help with their subpar healing.
Int is atm by far the weakest skill and the only skill that doesn't make you "better" at something as you raise it (it only makes you average in more things)

lore/setting wise:

Hearth wisdom is by definition what the nature based healing is.
Medicine is much more like a science, so it makes sense to be Int based.
Doctors are traditionally "smart" but not traditionally "wise".


Progression for sturdy shields goes like:
Type. Hardness.
--------------
Light. 6
Light. 8
Heavy. 8
Heavy. 10
Heavy. 13
Light. 15
Heavy. 18
Heavy. 17
Heavy. 21

Basically, the level 17 shield is 5 levels higher tier item, costs 14000 gold as opposed to 1800, and is worse in every shape or form.

I get that's why the adamantine ones are (uncommon) due to the material, but shouldn't that be reflected in the stats as well somewhat?

Nearly 10 times more expensive for something that's Objectively worse, irregardless of availability seems terrible.


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Level 1:
-Alchemical familiar: **/*****
You're not a caster, so half of the familiar abilities are useless to you, add in the fact that the new familiars are pretty meh, and you have a subpar feat. Not outright terrible, it still has some uses, but pretty much worse than any other familiar in the CRB atm.

-Alchemical savant: -/*****
To start off, the feat is lying to you. It's not 1 hour to identify alchemical items, it's 10 minutes as per the action "identify alchemical item". So, you spent a CLASS feat to identify the rare alchemical item in 1 round instead of 10 minutes? This is way worse than even a skill feat.

-Far lobber: ***/*****
Extra range, if you're a bomber build, is always nice

-Quick bomber: ***/*****
Only for dedicated bomber builds, but for what it wants to do, it works.

-Smoke bomb: */*****
You can only apply one of those to your bombs, and there are way better along the line rather than giving your opponents concealment...

Level 1-2 recap: 2 good feats for bobmer, rest ranges from "meh" to "terrible". Considering there are no "level 2 feats" and you have to pick 2 out of those, I suggest you start multiclassing at level 2.

Level 4:
-Calculated splash: ****/*****
If you want damage to your bombs, you pick this, it's that simple

-Efficient alchemy: -/*****
Downtime crafting doesn't work at all with alchemist. You have to spend money, time and RP (to use), for what your class abilities require only RP (to make). Beyond terrible

-Enduring Alchemy: */*****
I can count the occasions this will be helpful in one hand. But they do exist. If it was an hour, and not just an extra round, it would be actually much more useful.

-Poison resistance: **/*****
Poisons, when they are applied by monsters and not by you, hurt. This isn't that terrible of a feat, but yea.. nothing spectacular.

Level 4 recap: If you're a bomber build, pick up calculated, else this is your second multiclass feat.

Level 6:
-Debilitating bomb **/*****
You are one of the very few classes that you can't scale your Class DC anyways, you're always stuck at "trained" proficiency for this. Meaning that the DC will fall off later on. The conditions this feat provides, with the exception of dazzled, are things your bombs can already provide without a saving throw, and you can only make half of the bombs if you want to use this. Not terrible, but around "meh" level.

-Delayed bomb -/*****
You can make bomb "traps". That last for the amazing amount of a few seconds. Who thought that making this a "rounds" duration was a good move? It's terrible as written. You could make it work if it was "10 minutes/level or 1 hour" so that you can setup stuff, but as 1round/level, pretty terrible feat.

-Fast onset -/***** or *****/*****
Design wise, this is beyond terrible. It's the definition of a "feat tax" for mutagen builds. This onset of mutagen poitions exists only so that this feat can exist. 5 stars because it's absoluterly mandatory to take if you want to use mutagens in combat, 0/5 starts because it's absolutely mandatory to take for mutagen builds AND it offers nothing else except allowing you to use your abilities.

-Poison antidote -/*****
Use an antitoxin, or pick up poison resistance if you're woried about poisons. Later on, your elixirs of life do it automatically either way.

-Precise bomb -/***** ****/*****
Yay for feat taxes! I wish this came earlier. The amount of times you can't even use your class features before level 6 is staggerring. This should have been a level 1 feat, not level 6. Mandatory for bomber builds nevertheless.

Level 6 recap: both mutagen and bomber builds get to pick their mandatory feat taxes that serve no other purpose in the game rather than being feat taxes. Lucky them.

level 8:
Combine elixirs: **/*****
For the low price of 5 (combined) resonance, you can give 2 buffs to your ally using 3 actions. *Amazing!*. Or, just use it yourself, to have some action economy. Could have been more useful if there were more alchemical items you would want to drink in a battle, but the list is limited, and the extra RP hurts. Not outright terrible though.

Feral mutagen: ***/*****
The attacks this gives you are on the weak side. Imo, it should have been like the barbarian ones d10 bite and d8 claws. As d8/d6 useful if you don't have another source of natural weapons, pass if you do. The intimidate bonus may as well not exist since your not raising Cha above 12 either way.

Powerful Alchemy: -/*****
a)this should have been baseline. There's no justification whatsoever that your abilities aren't using your class DC. b)apart from poisons, that require 3 feats in multiclassing rogues to even use this, there are 2 items in the whole book that it applies.

Strong medicine: */*****
Is not that strong. you may remove a potion alongside your weaker heals. Not even helpful vs a list of conditions, just toxins.

Level 8 recap: Around here is your 3rd multiclass feat, or you may pick up Feral if you're a Hyde build.

Level 10:
-Expanded splash: ****/*****
Nice increase in area, meh increase in damage (why not make it atleast +1/die like every other ability that increases weapon damage in other classes?)

-Greater debilitating bomb ***/*****
Sluggish is nice, the rest are conditions that others can much more easily apply and much earlier too. Add in that you first need debilitating bomb, which is pretty bad, and you're left with an "ok" but not really great option.

-Potent Poisoner **/*****
Let's get some things straight. At each level, you only have 1 poison. The way the DCs/saves scale, you simply can't use previous poisons. So just hope that your current level appropriate poison does what you want. Next we have their damage and saves, which are pretty bad/terrible, and the fact that you lose them even on a miss (they evaporate wtf?), and that leaves player poisons pretty subpar. Add in your magnificent zxero ways to debuff fort save yourself, and you have some not-that-great options. Long story short, this allows a single poison to be 1-2 points higher in DC, and it requires a terrible feat to even pick it up. If you want to play it poisoner, just picik the terrible feat and multiclass rogue, at least you get options to choose your poison then.

-Revivifying mutagen: -/*****
Dear god... When you get this, it's an amazing 4d6 heal that ends your mutagen (that's like, worse than a 2nd level heal), and it tops out at 8d6 (that's worse than a 3rd level heal at that point). Terrible, terrible, terrible.

-Stalker mutagen **/*****
A level 3 elixir and a level 7 skill feat rolled into a level 10 class feat. Not that great, at least it last 10mins-1h and not 1 minute like mistofrm. May have some uses in some builds, but that's as far sa it gets.

-Sticky bomb ***/*****
Not a bad source of extra dmage for a bobmer build

Level 10 recap: great/decent options for bombers, the rest... meh just multiclass.

Level 12:
-Extend Elixir: **/***** (****/*****)
Not that great on it's own, but required for eternal elixir later on that's great.

-Invincible mutagen: ***/*****
3-5 physical DR if using the tank mutagen. ok.

-Laboratory safety: */*****
Pick one. Saves are always good, but I feel that these kind of feats (in all classes that get them) should have been baseline abilities. No one I know is going to pick them over something more flavorful and active. I mean, getting to level 12 to get a +1 to fort saves, is never "a dream come true".

-Poison touch -/*****
Great, 8 level after the rogue, and 3 feats later, you can be worse a poisoner than him... The only reason you would even use poisons is because they are ADDED to weapon damage, not "instead" of weapon damage. So, from the get go, the "touch" option is useless. Then, you get an unarmed attack only, that still gets wasted on a miss, that requires for some inexplicable reason even more RP... beyond terrible.

-Uncanny bombs ****/*****
After 12 levels you're finally actually ranged. 60 ft range is great, all the other stuff this gives are great as well. Solid feat for bomber builds.

level 12 recap: about here, alchemist feats start to become decent to good, so I hope you're finished with all your mutliclass feat slots Paizo was kind enough to give us from level 1 till here.

Level 14:
-Double mutagen ***/*****
Great for mutagen builds, but the downsides of mutagens in this edition are way too severe compared to the upsides. So, it's not that easy to actually run two of them without the capstone.

-Glib mutagen */*****
Evenmore circumastantial than circumstantial bonuses, with added "tongues". Pass.

-True debilitating bomb */*****
Unfortunaltely, the only decent condition, Sluggish, for some reason is the only one not scaling... Hmmm

Level 16:
-Eternal elixir: ****/*****
There are quite a few good elixirs to make use of this. (but more importantly, level 18 is just around the corner)

-Exploitive bomb: ****/*****
Ignore 15 DR? sure I'll take it on my bomber build.

-Genius mutagen ***/*****
Now, up to +5 to 5 or so skills, plus aoe telepathy, is much better than the previous "circumstantial circustantial bonus and tongues".

-Perfect Medicine */*****
No. Changing 1d6 (3.5) to 6 is not that big of a difference (+2.5hp/die) to justify having half of your regular elixirs of life.

-Persistent mutagen **/*****
Only 1 out of two when going double mutagen, and mutagens already lasting 1hour, makes this weaker than persistent elixirs imo. Don't forget that you can persistent elixir a mutagen, just not a max level one.

Level 18
-Improbable elixirs *****/*****
That's what ou've waited for all those levels. Permanent haste, resistances, invisibility, disquise self that alters your appearence every round if you want to, etcetcetc.

-Mindblank ****/*****
Straight up immunity. Can't complain.

-Miracle worker ***/*****
No one ever complained about having resses available.

-Perfect debilitation **/*****
Great "capstone" for a very lackluster ability.

Level 20
-Philosopher stone ***/*****
If you wwant resses, you can have them from the previous level. This gives you 750gp/day in dowtime, while normal downtime for you should be around 300gp/day with regular crafting. You decide if 10k/month (or a res) is worth a capstone.

-Perfect mutagen ****/*****
The downsides of mutagens are great. In a lot of cases they are even greater than the benefits (as an example, every single +x item savig throw is 100% useless due to magic armor, but comes with a -x to saving throws that's actually devastating). So, removing them, and even more if you're double mutagen, is great.

-Poison panacea -100/*****
Can we really talk about this one moment. You have a capstone, that's sole existance is to allow you to counteract poisons. And it doesn't even do that, it's a CHANCE to counteract all poisons except the trully dangerous ones for you at this point... Seriously, even if this was "you're immune to poison" it would have been subpar for a capstone, but it's actually an "action, to try to counter, some poisons, that aren't max level" AS A CAPSTONE. To top it off, your elixirs of life, at thispoint, already automatically counteract level 16 (spell level 8) toxins. So this only works for the level 9 ones basically...This is actually insulting.

-Universal Empowerment ***/*****
Hey, remember that skill that you used only to make petty cash in downtime...? yeah the one that's suppossedly defines your class. Finally, it does! Turn your downtime to bombs, never run out of them. Bombers may want to pick this up if they're a bit too trigger happy.


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The variation in price in the tables (concerning permanent items) is just way too big, resulting in weird situations like:

a +1 light/medium armor (60gp) is equal treasure as the +1 equivalent rune (25gp) resulting in a "free expert armor"

In the above example, you can start with an 60gp item (+1 medium armor) but not with a 50gp item (+1 heavy armor rune) simply "because".

In sort, separating equivalent stuff like heavy/medium/light armors seems arbitrary:
The main cost is armors is not the base armor, but the expert/master/legendary quality.

it's completely illogical AND unbalancing the fact that 2 suits of armor, that have identical amount of work to make them and offer identical combined AC, are differnt level of items just because one is made of metal and the other of leather. Because, really, that's the only difference: base material.

in sort:
a)Armor runes need to be equal regardless of armor type.
b)Level 1-3 Treasure Tables need to be redone by following strict price and not "gut feeling":

as an example, everything under 35gp: level 2 item.
36-60 gp: level 3 item

p.s.
A lot more consideration needs to be given on the TYPE of items one wants at each level:
a light/medium armored guy gets his +1armor at 3, gets his +1 weapon at 4.

A heavy armor user gets nothing at level3 and then at level 4 he needs to get: his +1 armor, his +1 weapon, his shield upgrade. His 3rd level item is all but useless but he needs 3 different level 4 items, which the system makes impossible to get.


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With the changes to "degree of success" higher level spells mostly got the touch up that they do something if an opponent makes his save.

Not for poisons. They kept their really low DCs with doing nothing on a save.

For Fort saves, which are almost always the best monster saves, that's doubly important.

To give some numbers:

The level 13 poison has a staggering 80% chance to do nothing vs an (average) level 13 monster.

The level 10 poison has about 75% to do nothing vs level 10 monsters.

(with how monster saves scale, higher than 13 would mean even lower success rate, but there aren't injury poisons higher than level 13 either way, expect something like 15% success at levels 16+)

Stage 2+ is but a dream in everything except the most trivial (cr-3) encounters which you shouldn't use your 1 time use items either way.

For the exorbitant amount of gold required for said poisons, I would expect them to at least have a 60%+ chance to work as a one-off consumables.

So, 2 solutions imo:

A) deal damage even on successful saving throw, but end there.
Or
B) last 1h regardless of hits (so, at 20% chance of doing some damage, SOME hits would actually benefit from it)


Is not legendary at all.

Or to be more precise, does it do anything at all?

I mean, what's stopping you from declaring that you're searching for traps while sneaking if your moving speed is already unaffected by sneak (due to swift sneak prereq)?

And on the note of exploration tactics:

why repeatedly casting a cantrip is fatiguing, but repeatedly casting Detect magic isn't?


With almost all non-Int based classes getting quite a few extra base skills now (some of them needed them, others not so much), plus with decoupling Int from Knowledge skills (Nature and Religion using Wis now, Good change imo) we now have:

Str:
Melee attack/damage
Bulk

Dex:
AC
Reflex saves
Ranged attack

Con:
HP
Fort saves

Int:
Extra Skills (but not really)

Wis:
Will saves
Initiative
Perception

Cha:
RP
Social skills

Int is by far the worst stat atm. Really, the only reason to raise or care about Int is if your class forces you to do so.

It needs SOMETHING

Potential (minor) buffs it can easily receive:
-Medicine: Switch to be Int based. It makes zero sense for a science to be wisdom based.
-More bonus languages (instead of only gaining one at +2, give one more at +4 and one more at +6)
-All Recall Knowledge rolls can be used with either their skill stat OR with Int stat, whichever is higher
-Deception can be used with either Cha OR Int, whichever is higher
-Extra Lore skills trained (1 per +1)
-Initiative can be based on Int instead of Perc (you think faster= you react faster)


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I know there are a lot of Alchemist threads already, but bear with me, because I think if Paizo can chisel a chassis for the class like it did with Bard, we can have something amazing.

The one thing I loved with playtesting the Bard was Performance.

It really felt like the things that I did (outside of casting) were really impacted by my Performance rolls. They felt thematic, and they worked.

How did it worked?
Simple really.

A few at will performance based abilities that always work get even BETTER by using limited resources and your performing ability to make them even better.

When you succeed it really feels like your performance mattered.

Now, let's look at Alchemist.

Your craft (alchemy) is basically useless.
A legendary alchemist is no better than a simply trained one.
You use your magical juju to make stuff and when you're out of juju that's it.

Now, just imagine:

A system where you had your base stuff always available, but with a limited resource (let's call it reagents) you got to make them better, all tied to a Craft(alchemy) expertise.

The problem with a direct conversion is the actual alchemical items. They are better than cantrips, but much worse than equivalent spells. If I had to put a number on it, I would say that they would be around 40% of an equivalent spell in power.

So, if we can't have quality, let's have quantity.

Something like :

Quote:


Advanced alchemy:
Your careful alchemical treatment of basic materials can turn them temporarily to alchemical ingredients. During morning preparation you can invest as much RP as you want to create those Reagents. Each RP creates 3 Reagents. Reagents are unstable and return to their base form after 1 day.

You can use those reagents in two ways. Either making infused alchemical items. Those items cost nothing except the reagent and you can make them during your daily preparation. Or keep them to use them for Quick Alchemy.

Infused: Infused items use your class DC but using your craft skill proficiency. They don't cost RP when consumed. Healing and splash damage they inflict is modified by your Int modifier.

Quick alchemy:
By adding reagents to alchemical items on the spot you can modify them on the spot. Using Quick Alchemy DC is always a high difficulty DC for your level and the effects depend on your degree of success. Quick Alchemy is always volatile and destroys the alchemical item if not used by the end of the round.

Then we add stuff like Powers that are the uses of Quick Alchemy. Like

Quote:


Debilitating bomb: (level 4 class feat, Quick Alchemy trait)
Free action. Trigger: you draw an alchemical bomb
You mix in 1 reagent to make your bomb nastier. Choose 1 condition from list x, y, Z and try a Quick Alchemy check. The target of the bomb must save or be afflicted.
Failure: you fail to modify the bomb
Crit failure: you fail to modify the bomb
Success: you apply the condition for 1 minute
Crit success : everyone hit by the splash is also subjected to the condition

Put in a class feat later on, like level 6-8 that allows an alchemist to make reagents into items with 10 mins prep during the day (maybe in place of the now redundant potent alchemy) and I think it'll be fine.

(Disclaimer : numbers on the examples are arbitrary, they may well need adjustments)


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just a few things about poisons that (imo) need adressing:

a)High level injury poisons.

injury poisons stop at level 13. Given that there is a plethora of higher grade poisonous monster, I hope that in the end product we will have access to up to 18+ injury poisons.

b)Inhaled poison availability.

like above. We have 3 inhaled poisons and they are all in the same levels 15/16/16.
It needs much better spread, from low to high

c)wasting poison on failed attacks.

it simply doesn't make sense that a missed attack (not an attack that hit but did not damage) wastes the poison. I mean, i can cover my weapon in it, carry it for ten hours, sheath and unsheath it, play with it, etc, and not waste it, but the second i swing at the air the poison is gone? That seems way too excessive of a nerf to a questionable AND quite expensive equipment for no reason at all.


it takes an action to poison a (S or P) weapon and it requires a free hand.

Bows are listed as 1+ hands, meaning that you have a free hand except when shooting

They are also listed as (P) weapons

Lastly, they have 0 reload, meaning the act of drawing an arrow isn't an action by itself.

So, my question is, can you actually use Poison weapon to poison an arrow?

RAW it seems yes, but RAI seems that the bow isn't really a (P) weapon (its arrows are), and you're holding a bow, not an arrow to poison in the first place, and etc

But, my 2nd question is, shouldn't that rectified somehow in the rules. Making you actually, even by RAI, able to actually poison your arrows before you shoot them? (seeing as the shortbow being quite symbolic rogue weapon)

edit:

to complicate it a bit more.
Quick draw is another option for rogue.

a way that works with both RAW and RAI is having the arrow on hand, poison it with Poison weapon, and then quickdrawing your bow and firing it (although only works for first attack)

But since drawing an arrow to attack, or drawing an arrow to reload, or in generally, manipulating the arrow doesn't seem to cost an acton. Isn't the RAI that if both your hands are empty you can "draw an arrow and poison it" a single action?

Also, funny RAW (but i hope not RAI) interaction, is that IF you have an empty hand, you can draw a poison and poison your weapon. But if you happen to actually have your poison on hand already, you can't do so (no "free hand"). :D


Why does poison touch requires an RP point while poison weapon does not.

Would it hurt too much to (not only remove the redundant RP cost) but give something similar to the "free" poisons charges the rogue gets to the alchemist.

(touch vs strike is already balanced imo due to the vast level difference of the 2 abilities)

If anything, alchemist is the one usually carrying dozens of ingredients on his alchemical tools in order to craft stuff...


To preface my post, we haven't run full scenarios. We tried to play test (mainly combat) using strings of encounters at certain low level ranges (up to 7) (planning to expand them this weekend)

Before the class specifics, what we agree about the system in general is:

-layout needs serious work. At minimum put powers on their respective classes and not on the full spell list. Spell list need to be by class and level and not alphabetic. Etc. Basically it's a chore to try to read through the crb.
-We all liked the action economy. It worked, it gave options, it even somehow made spellcasting less of a snoozefest.
-We liked new wbl and new magic items, it brings back 2nd ed feelings of wonder to find stuff.
-crafting system needs more work. It either felt completely unrewarding to craft something, or forced large downtime like the old system for about the same benefits. A suggestion a player in our group gave, and what we'll probably run with, was that instead of skill mastery increasing daily progress, it should instead effect maximum discount, with only legendary crafters reaching that 50% discount.
-flat rolls felt wrong. RPGs traditional give you ways to better your character on things you put effort on. Not flat rolls. Pure rng with zero control over it never feels good.
-Signature skills. Need more ways to get them on every character.
-skill mastery rank needs much more tactile benefits than just access to a couple of feats. If the idea is to have a master do things an expert can't, then give tactile examples in each skill entry. And those benefits need to be on the skill itself NOT on additional feats.
-RP is an unnecessary hurdle. Good idea, bad execution.

To expand a bit on the RP thing, since it was a major contention point in our group:

We liked the thematic of "bonding" with our magical items in order to benefit from them. We do think there's a need to limit "clw wand spam". But the actual implementation left much to be desired.
There were inconsistencies like armor requiring while weapons not. Values were all over the place with an elixir needing 1 RP for d6 healing while wand of heal needing 1 RP for d8+stat as an an aoe (wand also being cheaper in gp).
At times it felt useless, we wouldn't even need to spend RP on consumables, on other times it felt overly punishing.
Having extra RP on a 100% random roll felt wrong.

A few words about specific classes we tried:
-Rogue: " felt good. You have options, ranged rogue looks bad, lol poisons"
-Fighter : "most feats look bad, but the few that look like they'll work, they work. Certainly better than pf1core"
-Bard: (me) "felt really good. Performance matters and feels impactful, future feats and abilities look great, spellist is decent. I had to flip about 623 times through the book to make him"
-Alchemist : (me again) "Worked until level 5,then nope. RP based classed resource disallows using your downtime crafting items. Not that you would craft alchemical items at such prices (pack of fires is more than your total wbl in lvl4). Mutagen unnecessary onset. Very few bombs. No sustain"
-Wizard: "eh, it was a wizard, felt about the same. Worked. Why make spontaneous caster lol?"
-Ranger: "So... Do I gain anything from hunt? Works, somehow, but that hunt thing... Man"
-Paladin: "Works great and simultaneously feels very restrictive. Feels more like an archetype than a full class. Don't get me wrong, if you want that archetype it's great. If you want any other kind of paladin, just roll a fighter and rp him like a paladin"
-Cleric:"hey I can actually heal! But I wish level 8 came sooner... "


So, initially I was very pleased with how he works. Stuff seemed more or less about the same between my char and others.

Now we started to scale things up a bit, and alchemist fell completely flat. Like, unplayable flat.

Reason was, as expected, RP pool.

To put it simply: no other single class uses as her class resource a common resource.

Alchemist has nothing outside of his, well, Alchemy to balance the very limited resource he has to work with.

Ofc, paizo has given a few outs, namely just 2 outs:

A) Advanced Alchemy makes 2 items/RP and
B) half level at lvl 9 to RP for quick Alchemy.

The serious problems with that are A) NOTHING (of worth) works with advanced Alchemy after a level, and all require quick Alchemy instead. And B) is too damned late.

From my experience, an alchemist at lvl 7 is good for about 2-3 encounters/day.then he's a commoner.

I think this is just a numbers problem that is easily fixable. At least in our table, the problems got alleviated greatly when we changed every single "quick alchemy" reference to "advanced alchemy"

Thematics wise, it is ridiculous that only bombs you make on the fly can, as an example, sicken people, while those you make with careful preparation can only be vanilla items.

We also lowered the level of the free RP points from 9 to 7 and, again, switched quick Alchemy to advanced Alchemy.

You have to remember :

In order to attach ANYTHING to a bomb you can't have made it before hand (which is plainly stupid)

Every single infusion costs basically double RP for your allies (again, I don't see cleric using a heal costing ME anything, only him. While alchemist using a heal costs both him and his target resources)

You Still need RP equal, or even more (if you want to take advantage of your mundane crafting class advantages at all), to everyone else.

So, simply put:

Alchemist severely needs:
Less restrictions on when he applies his class features (seriously stop with putting everything only on his quick alchemy)
More RP (it still is a general resource that on average you need more than the rest of the classes even without quick/advanced alchemy)
Better scaling. Up to level 5ish he felt OK (mainly because vanilla bombs still were ok). Around level 7 he felt terrible. Later levels look even worse off.

Edit:

Now that I'm reading what I wrote, it feels like the problem lies elsewhere :

No "low maintenance" ability.

Everyone gets something to do that doesn't costs class resources:
Martials get passively better at combat
Casters get scaling cantrips
Alchemists get... Nothing.

They are about caster level martial wise, they don't get a spammable power, everything costs resources. When your level 1 class feat gives you the ability to throw 2 bombs, out of like your 4 total in a round, but your "sustain" feats come online at level 16,then there's a design error.

Maybe give a level class feat that's like a minor version of the improbable potions feat: choose 2-4 cantrips that you can make as potions, these don't cost RP to make, you can carry as many as your int modifier (but can remake in between encounters) or something like that.


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So, initially I was very pleased with how he works. Stuff seemed more or less about the same between my char and others.

Now we started to scale things up a bit, and alchemist fell completely flat. Like, unplayable flat.

Reason was, as expected, RP pool.

To put it simply: no other single class uses as her class resource a common resource.

Alchemist has nothing outside of his, well, Alchemy to balance the very limited resource he has to work with.

Ofc, paizo has given a few outs, namely just 2 outs:

A) Advanced Alchemy makes 2 items/RP and
B) half level at lvl 9 to RP for quick Alchemy.

The serious problems with that are A) NOTHING (of worth) works with advanced Alchemy after a level, and all require quick Alchemy instead. And B) is too damned late.

From my experience, an alchemist at lvl 7 is good for about 2-3 encounters/day.then he's a commoner.

I think this is just a numbers problem that is easily fixable. At least in our table, the problems got alleviated greatly when we changed every single "quick alchemy" reference to "advanced alchemy"

Thematics wise, it is ridiculous that only bombs you make on the fly can, as an example, sicken people, while those you make with careful preparation can only be vanilla items.

We also lowered the level of the free RP points from 9 to 7 and, again, switched quick Alchemy to advanced Alchemy.

You have to remember :

In order to attach ANYTHING to a bomb you can't have made it before hand (which is plainly stupid)

Every single infusion costs basically double RP for your allies (again, I don't see cleric using a heal costing ME anything, only him. While alchemist using a heal costs both him and his target resources)

You Still need RP equal, or even more (if you want to take advantage of your mundane crafting class advantages at all), to everyone else.

So, simply put:

Alchemist severely needs:
Less restrictions on when he applies his class features (seriously stop with putting everything only on his quick alchemy)
More RP (it still is a general resource that on average you need more than the rest of the classes even without quick/advanced alchemy)
Better scaling. Up to level 5ish he felt OK (mainly because vanilla bombs still were ok). Around level 7 he felt terrible. Later levels look even worse off.

Edit:

Now that I'm reading what I wrote, it feels like the problem lies elsewhere :

No "low maintenance" ability.

Everyone gets something to do that doesn't costs class resources:
Martials get passively better at combat
Casters get scaling cantrips
Alchemists get... Nothing.

They are about caster level martial wise, they don't get a spammable power, everything costs resources. When your level 1 class feat gives you the ability to throw 2 bombs, out of like your 4 total in a round, but your "sustain" feats come online at level 16,then there's a design error.

Maybe give a level class feat that's like a minor version of the improbable potions feat: choose 2-4 cantrips that you can make as potions, these don't cost RP to make, you can carry as many as your int modifier (but can remake in between encounters) or something like that.


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There are plenty of occasions where your action economy changes during your round. What happens to the action economy of that round, do you recover it, or do you lose it?

A few examples:

You are "slowed" so you are staggered (only 1 move or standard). You use your standard action to dispel the slow with a haste of your own. Do you have now a move action?

You are dying but have diehard. You heal yourself with your standard action, do you have now a move action left?

You are under a poison that causes daze. As per poison rules, you can choose when to make the save, you choose the beginning of your round and make the save. Do you have your full allotment of actions left now?

etc


So, could one p.e. create a permanent greater mindscape with traits like:

enhanced magic
1 day inside of it= 1sec of real time

and then do something like that:

While in combat, you find yourself running low on spells. Your wizard is almost dead, and the fighter is blinded, nausated, and bleeding.

Thankfully, you started the combat by casting a mindscape door, designating you and your allies as the targets.

So, at your turn, you move in the mindscape, heal up, rest, recharge your spells after a nice full day rest, and then leave the mindscape. You buff up and move out. You still have your standard action for the turn, and you even read a bit about what you are facing and are a bit better prepared.

At his turn, the wizard rushes with his move action inside. He also rests and replenishes a bit of hp, but mainly all of his spell slots, changing his prepared spells to be what he really needs for the combat. He buffs up, moves out. He steps out of the mindscape, in the same round, while still being able to cast a spell for this round, having a full arsenal of exactly what he needs for the situation.

Unfortunatly for the fighter, the wizard chooses his intensified- -maximized- empowered- fireball as the spell to cast. And the fighter dies before he has the chance to go himself in the mindscape to heal up.

Because fighters.

Please, point me where I'm wrong, because from my perspective, this is a bit insane.

Now, even without permanecy and stuff like that. A lvl12 psychic could still do something like:

As he sees the battle going south, the psychic begins casting create greater mindscape. At the beginning of his next round, his consiousness goes into the plane. Free from time constrains there, he heals up, rests, regains his spells, and casts "Mindscape door" from inside, designating his allies as the only people who can see and interact with the door on the outside world.

His allies see the portal opening almost instantaneously next to the psychic. The wizard is up into the initiative order, rushing in, where the psychic has prepared some tea for him. They chat up a bit about the weather, and then the wizard reprepares his spells after a good days rest.

The fighter joins into the slumber party, healing up, and after the party inform him of the strategy, he moves out, to continue his standard action. The wizard buffs up, and moves out as well, continuing by casting a spell in the initiative order immediatly after the fighter.

Last one, the psychic buffs up, and exits. He still have a full round worth of actions left.

They valiantly slay the dragon, who unfortunatly falls onto the fighter, killing him.

This version of events, costs only a 6th level spell to the psychic, but has the added threat of someone interrupting him through the 1 round casting time.

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