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Freesword |
I really wanted to like this class, and at first glance I did. The class abilities seem to be headed in the right direction. Mix stuff together and drink it to make you better or throw it at a target to affect it, make and use poisons, pretty much delivering what is advertised.
Then I took a closer look.
The class does several thing and does none of them particularly well. A caster can blow stuff up bigger and more often. Maxed out mutagens and extracts still make you weaker than any primary melee class. In fact melee wise you are at best equal to a cleric without domains or channel energy and who only focuses almost exclusively on self buffing spells. At best it can specialize at being second rate at something. Below are my suggestions as to where the class needs work.
I know various points above have their own discussion threads, this is merely my overall summary of where I think the class is and where I would like to see it go. Of the 6 classes, this one in my opinion requires the most revision.
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![Ghoul](http://cdn.paizo.com/image/avatar/Horrors-Shade.jpg)
Having play tested the alchemist last night I found 2 things about the class I felt was underpowered or really just not useful.
1. Discoveries come to slowly, I would prefer to see 1 discovery every 3 levels and the removal of the extra 2 at 20th level. I found that even at 10th level the variability of the class to be useful to the party left me with 1 free discovery, I used infusion because the help to the party is incredible. a massive amount of potions for the party on a daily basis is really useful and makes the alchemist a much better team player.
2. poisons aren't very good for the alchemist because of the 1 save cure on most injury poisons, yes you can poison someone a whole bunch of times and yes either quick draw or sticky poisons make your poisons very effective. but with the limited number of attacks per round and the fact that a single save negates the poisons. without a lot of money to use on poisons, upwards of 1000gp a dose, you simply can't keep someone poisoned with the current mechanics.
other than that I love the flavor of the alchemist, and combining it with the drow alchemy from second darkness makes it a very interesting class indeed.
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Mnemaxa |
2. poisons aren't very good for the alchemist because of the 1 save cure on most injury poisons, yes you can poison someone a whole bunch of times and yes either quick draw or sticky poisons make your poisons very effective. but with the limited number of attacks per round and the fact that a single save negates the poisons. without a lot of money to use on poisons, upwards of 1000gp a dose, you simply can't keep someone poisoned with the current mechanics.
You should consider the fact that an alchemist who makes poisons does so at 1/3 cost and 1/2 time spent before giving up on poisons entirely; sticky poisons mean potent debuffs for the character, especially if they take a high dex and weapon finesse.