
shroudb |
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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.

shroudb |
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Isn't the point of Delayed Bomb to give more persistent damage and not like bomb traps?
Which wow with the game and players pushing to end fights as fast as possible is that "useful"
delayed bomb does nothing for persistent damage.
the bomb literally stands there, without exploding, and when it goes off it deals it's normal damage.
I dont understand where you got that it helps with persistent damage.

MerlinCross |

MerlinCross wrote:Isn't the point of Delayed Bomb to give more persistent damage and not like bomb traps?
Which wow with the game and players pushing to end fights as fast as possible is that "useful"
delayed bomb does nothing for persistent damage.
the bomb literally stands there, without exploding, and when it goes off it deals it's normal damage.
I dont understand where you got that it helps with persistent damage.
Well I'm at work so I don't have the PDF.
Mixed it up with another feat I suppose. Repeating Bomb?

shroudb |
shroudb wrote:MerlinCross wrote:Isn't the point of Delayed Bomb to give more persistent damage and not like bomb traps?
Which wow with the game and players pushing to end fights as fast as possible is that "useful"
delayed bomb does nothing for persistent damage.
the bomb literally stands there, without exploding, and when it goes off it deals it's normal damage.
I dont understand where you got that it helps with persistent damage.
Well I'm at work so I don't have the PDF.
Mixed it up with another feat I suppose. Repeating Bomb?
maybe you're talking about sticky bomb.
which deals the splash damage as persistent to the main target. I've rated that with a 3/5, solid damage increase.

MerlinCross |

MerlinCross wrote:shroudb wrote:MerlinCross wrote:Isn't the point of Delayed Bomb to give more persistent damage and not like bomb traps?
Which wow with the game and players pushing to end fights as fast as possible is that "useful"
delayed bomb does nothing for persistent damage.
the bomb literally stands there, without exploding, and when it goes off it deals it's normal damage.
I dont understand where you got that it helps with persistent damage.
Well I'm at work so I don't have the PDF.
Mixed it up with another feat I suppose. Repeating Bomb?
maybe you're talking about sticky bomb.
which deals the splash damage as persistent to the main target. I've rated that with a 3/5, solid damage increase.
That's the one.
Forgive me, tiny screen makes reading large posts a chore, I suppose I missed your rating.

Zwordsman |
2 people marked this as a favorite. |
Ah basically my thoughts here as well.
It is hard to justify the spalsh feats over multiclass feats.
Character INT will never be that much really. the splash damage will never really be much of anything. so I just can't justify the two class feats in order to do 10ft of like.. maybe 8 damage?
EXCEPT if you plan to take Sticky Bomb, which is the only time it becomes worth it. 3d4+INT Acid persistent damage is pretty useful.
If you don't intend sticky damage. This is enough damage that they will likely opt o waste 1 or more actions attempting the save. Which is a good debuff.
The other choice is to avoid the INT splash, so it always stays 1 splash damage. Because then you can ignore Precise bombs as well, as 1 damage compared to the debuffs, at later levels, is really kind of negligible. So you can take more multiclass.
Instead I find myself absolutely needing to multiclass Fighter and Rogue to pull off anything particularly neat or usable. such as Quick Draw, ranged assist, applying poison in battle.
Sadly, you can't even get Double Shot from Fighter to work with bombs though.
I'm still a bit dumbfounded they don't get proficiency increase for bombs, (naturally or at least as a feat tax).
TLDR..
Honestly basically none but 3~ Class Feats feel remotely competitive to multiclass feats.. and it is just sad.
Honestly they built the Alchemist as a "pseduo" or "off" martial. but they don't get any real support for it in class.

shroudb |
Ah basically my thoughts here as well.
It is hard to justify the spalsh feats over multiclass feats.
Character INT will never be that much really. the splash damage will never really be much of anything. so I just can't justify the two class feats in order to do 10ft of like.. maybe 8 damage?
EXCEPT if you plan to take Sticky Bomb, which is the only time it becomes worth it. 3d4+INT Acid persistent damage is pretty useful.
If you don't intend sticky damage. This is enough damage that they will likely opt o waste 1 or more actions attempting the save. Which is a good debuff.
The other choice is to avoid the INT splash, so it always stays 1 splash damage. Because then you can ignore Precise bombs as well, as 1 damage compared to the debuffs, at later levels, is really kind of negligible. So you can take more multiclass.Instead I find myself absolutely needing to multiclass Fighter and Rogue to pull off anything particularly neat or usable. such as Quick Draw, ranged assist, applying poison in battle.
Sadly, you can't even get Double Shot from Fighter to work with bombs though.I'm still a bit dumbfounded they don't get proficiency increase for bombs, (naturally or at least as a feat tax).
TLDR..
Honestly basically none but 3~ Class Feats feel remotely competitive to multiclass feats.. and it is just sad.
Honestly they built the Alchemist as a "pseduo" or "off" martial. but they don't get any real support for it in class.
they are depressing indeed, but if you nova in an aoe situation, it does add up.
doing like 7 splash is meh, doing like 28 in 2 rounds, in 3-4 targets, it's ALMOST a whirlwind strike (and you're 4 bombs down...)
as for general class feats, I feel like there are a few decent ones from 12+, enough to pick up and make 1-2 builds out of them, but everything below that level feels like fillers written before the rest of the classes/rules were written

Mudfoot |
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I'm not even sure the splash is really a good thing. In the playtests it looks as though the alchemists have often splashed the other PCs.
Invincible mutagen gives 3-5 DR at level 12. Unless you're being beaten on by a vast number of mooks, I don't think this is helping much. CR12 monsters are doing about 30 damage on a hit.

Zwordsman |
4 people marked this as a favorite. |
@ Shroudb
Most of the Alchemist class feels like they wrote it long before they finished the system and whoever was suppose to keep it updated had too much on their plate. Lots of situations that feel like they were referencing an older version (the RP issue, the Alchemical Item identification thing referening arcana instead. stuff like that)
-----
Honestly. I wish part of Empower Bombs would innately grant the Alchemist the ability to use Splash or No splash as they wish. 'cause.. they're just super duper masters of that stuff.

MerlinCross |

Mudfoot wrote:I'm not even sure the splash is really a good thing. In the playtests it looks as though the alchemists have often splashed the other PCs.Precise Bombs means you stop hitting allies.
At level 6. So for the first two parts of the Doomsday Dawn, you're probably still hitting teammates.
Hmm I should go back and read the level progression of that.

Draco18s |
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Draco18s wrote:At level 6.Mudfoot wrote:I'm not even sure the splash is really a good thing. In the playtests it looks as though the alchemists have often splashed the other PCs.Precise Bombs means you stop hitting allies.
You, me, OP, and half the playerbase think that Precise Bombs should be a level 1 or 2 feat.

Rules Artificer |

MerlinCross wrote:You, me, OP, and half the playerbase think that Precise Bombs should be a level 1 or 2 feat.Draco18s wrote:At level 6.Mudfoot wrote:I'm not even sure the splash is really a good thing. In the playtests it looks as though the alchemists have often splashed the other PCs.Precise Bombs means you stop hitting allies.
That just seems fair to me. No other classes have their low-level damage potential centered entirely around the possibility of friendly fire.

MerlinCross |
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MerlinCross wrote:You, me, OP, and half the playerbase think that Precise Bombs should be a level 1 or 2 feat.Draco18s wrote:At level 6.Mudfoot wrote:I'm not even sure the splash is really a good thing. In the playtests it looks as though the alchemists have often splashed the other PCs.Precise Bombs means you stop hitting allies.
Now that is something I can agree to regardless of any thing else that happens in the playtest.
Seriously, I got hassled in a Strange Aeons game into taking what was it, Precise Shot or maybe Point Blank by my fellow players and GM. Because numbers man. I wanted to go Extra Discovery Precise Bombs but okay whatever.
And then I got hassled for having to throw my bombs at squares to hit only the enemy with splash damage because all my allies were mostly melee and in tight spaces. Yeah. Thanks guys.
I question how many Alchemists are going to be hassled by the team, and how many are going to stick around for 5 more levels.

Zwordsman |
I really do think they should have Alchemist allowed to throw to induce splash or to avoid splash.
Actually I'd be pretty ok with that idea.
Alchemists could throw:
target, deals full damage (i.e. dice, splash, persistent) on target. No one else takes ssplash.
Splash: no dice roll, instead, every die becomes a +1 to splash.
and then the normal current version.
Alchemists could chose which way to throw it.
I think that would allow a lot of interplay for the tactics, more so because of how the combat in this sytem works with tactics and movements.

Rules Artificer |

At the very least, Alchemists should get a 1st level feat to concentrate all damage on 1 target at the cost of splash damage, and then later they can get a feat that allows the bomb to splash but exclude allies.
That way Alchemists can choose to avoid friendly fire at level 1, and then later they can both avoid friendly fire and still hit multiple foes.

shroudb |
At the very least, Alchemists should get a 1st level feat to concentrate all damage on 1 target at the cost of splash damage, and then later they can get a feat that allows the bomb to splash but exclude allies.
That way Alchemists can choose to avoid friendly fire at level 1, and then later they can both avoid friendly fire and still hit multiple foes.
no more feat taxes please.
Alchemist already has a ton of things that should have been baseline as "feat" options.
some stuff, like the ability to do damage without destroying your own party, should be baseline.

Zwordsman |
Zwordsman wrote:I really do think they should have Alchemist allowed to throw to induce splash or to avoid splash.Like some sort of... Targeted Bomb. Maybe a mixture you pour or combine with the bomb's chemicals. An Admixture you might even say.
Basically.. but I do NOT want to have to use my daily allotment or a feat to do that.
That should be represented PURELY as Alchemist's skill and knowledge with those items..I'm still bothered that Fighters get more proficiency with bombs than Alchemists.
and in fact.. Alch's have to take fighter multiclass to even improve their profiency with bombs in general.

Ediwir |

This is a lot of good points and I find myself sharing many even if I haven't put the same stuff into words.
May I ask, have you seen [url=http://paizo.com/threads/rzs429lo?Alchemist-finding-the-right-mix]my previous alchemist thread[/i] and what would your thoughts be about the feats I placed as examples?

The Narration |

Also why are there so many feats that require you to create a thing using Quick Alchemy?
Agreed. And unlike all the abilities other classes get that require them to spend Spell Points, those abilities don't grant any extra Resonance to offset the cost.
Why is it not possible to create a smoke bomb during your downtime? Or one that just produces smoke and doesn't deal damage so that we can use it to give our allies concealment instead of the enemy? When the ninja yells, "NINJA VANISH!" and throws the smoke bomb to escape, you don't then hear them go, "AAAAAAAH! I SET MYSELF ON FIRE!" as they're running away. :-P

MusicAddict |

Grave Knight wrote:Also why are there so many feats that require you to create a thing using Quick Alchemy?Agreed. And unlike all the abilities other classes get that require them to spend Spell Points, those abilities don't grant any extra Resonance to offset the cost.
Why is it not possible to create a smoke bomb during your downtime? Or one that just produces smoke and doesn't deal damage so that we can use it to give our allies concealment instead of the enemy? When the ninja yells, "NINJA VANISH!" and throws the smoke bomb to escape, you don't then hear them go, "AAAAAAAH! I SET MYSELF ON FIRE!" as they're running away. :-P
And the level 9 ability that grants half your level to resonance but only for Quick alchemy feels like it comes far too late.

Tymin |
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I wish I had seen this before I answered the surveys on Alchemists. Guess I'll have another gander at it. Doesn't really change my mind about playtest alchemists, it just makes me want to homebrew 1e alchs to have the things I liked from the playtest. While I'm fine with the bomber build (I always go bombs away, bombs are why I picked the class up when I was first introduced to pathfinder), it's such a shame to see my fav class be so... boring. Why do they insist on making every class weaker in 2e? I don't know, I just feel like pathfinder 2 should have been more of a sequel, with all that entails, instead of what we have now. Honestly, Paizo should just put aside the playtest for now and redo the entire thing, that's what I would do if I were them.

graystone |

While most alchemist feats do seem unexciting or of questionable use, with the new multiclass at least one is better for that.
For instance, a dwarf wizard with a crappy cha could easily pick up the alchemist multiclass for 2 extra resonance [the actual extra resonance feat requires a 12 cha] with the rest a perk. Basic discovery then counts for the 3 feats you need to finish the archetype and you can pick up a alchemical familiar on a class that can actually use it well.

WizardsBlade |
As far as the limited resource of rp and having to share the class resource for magic items I have thought that the simplest solution would be to make the alchemist rp pool be based on Int + Cha + level. This small change will help lower level alchemist more, since without a cantrip type ability they become wiped out very quickly. This addition should help make things smoother until level 9. Additionally, at high levels the addition of 4 or 5 rp from Cha should not make alchemist over powered as by those levels it's only adding a small percentage to the total rp of an alchemist.

ENHenry |
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I do have to agree, making an Alchemist for Chapter 3, I wa sunderwhelmed with the class feat choices there were. Bomber was well supported, but a poisoncrafter, or a buffer who went into combat, was not supported well at all. That, tied with resonance being the alchemy pool, hurts the PF2 alchemist in a way that the PF1 Wizard was at low levels - pack a backup weapon, because you’re going to be running out of the thing that makes you special quickly.

graystone |

I do have to agree, making an Alchemist for Chapter 3, I wa sunderwhelmed with the class feat choices there were. Bomber was well supported, but a poisoncrafter, or a buffer who went into combat, was not supported well at all. That, tied with resonance being the alchemy pool, hurts the PF2 alchemist in a way that the PF1 Wizard was at low levels - pack a backup weapon, because you’re going to be running out of the thing that makes you special quickly.
Yep. I tried playing a 'buffer/healer' and honestly multiclass wizard supports the role better than in class feats.

Zwordsman |
Tried that to.. but mostly using Assist or bomb debuffs.
Assist was a bit too hard to hit--realistically my Alch (prioritized int then dex) hit maybe 3 times (crit 2 of those) and then once with a bomb (acid).
I dont' feel like Alch's can do that well at all yet. Though with the change to Infusion it'll help a lot more with the item wise...
but you're kind of just there after handing out your candy.
Assist feels like something alchs and bards should be able to do. Bards probaby have a bit easier time, due to their own innate boosts. (Have not played one, just what I assume with the +1 and othe things they probably have).

LuniasM |
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Originally, I would've said you were undervaluing Perfect Medicine - it heals 84hp/2RP versus 98hp/3RP for normal true Elixirs of Life, or 42hp/RP compared to 32.67hp/RP. When drunk by allies, anyway. But now that the Infused trait allows allies to drink Elixirs without an RP cost, the only real benefit is that it shifts action cost from the drinker to the Alchemist, which isn't really worth the feat.
With the upcoming changes to the Resonance system the entire class is probably gonna need some rewriting, so hopefully it can get a rebalancing pass too.
Also, comment on Alchemical Item DCs - they're definitely too low, but they also don't suffer from the Conditional Bonus vs Magic that many higher-level monsters have. That means they effectively have a +1DC that casters (except Spell Penetration Wizards) don't. They need a bump, but they do have that one advantage.
That said, I otherwise agree with your assessment on Poison and Elixir builds - Fast Onset shouldn't exist because the onset time is unnecessary, and making poisons actually useful mid-combat is dang near impossible thanks to the 3-action application cost and loss-on-miss mechanics. I do think a lot of their low-level Elixirs are genuinely useful, especially now that they lack an RP cost, but I really want to see more high-level formulas and interesting class feats.

Ediwir |
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The problem here is that most of these feats are there not to make you better, but to make your abilities catch up. Several of the class features suffer from the same purpose - you don't push ahead, you merely keep up - and not in the best of ways.
Have a look at Fighter. Lv3? Expert weapon and critspecs. Lv7? Perception and Initiative. Lv11? Better AC. Lv15? Extra feats and flexibility. Lv19? Best attack precision of any class.
Now look at Alchemist. Lv3? You keep up in damage. Lv7? You keep up in damage. Lv11? You keep up in damage. Lv15? You keep up in damage. Lv19? You keep up in damage. This is your main and defining feature, and costs resources to use.
What about the feats? On Fighter, you almost always gain new options, or learn to do something useful, or become able to do more things. On Alchemist, you have feats like "you can avoid attacking your allies" or "on a few things, your DC scales" or "you can now use your class feature X". A few feats are good, interesting options, but most are band-aids.
It's the difference between gaining a Swim speed vs a bonus to not drown. It might be your best choice, but it still doesn't make it good.