Legendary Alchemist Open Playtest


Product Discussion

Silver Crusade

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Welcome to the Legendary Games open playtest for the Legendary Alchemist! We’ve been working on this class for quite a long time, and we’re happy to share it with you. Unlike other playtests, this one will only be a week long, as we’re anxious to finish this class. But we will be listening to any and all feedback during that time, doing our best to improve the class and make it as Legendary as possible! Please feel free to comment or leave feedback here, and we hope that you’ll enjoy our newest offering!


I would love
-an alchemist with an "experimental" animal companion (like my Beastbrewer)
-precise rules to throw vials of inhaled poisons, or an item allowing to do it
-a soporific toxin and/or bomb

Silver Crusade

Huh, I was just thinking I need a pet style class for this that used animals.

Also yeah, I kind of want to write up rules for that, since the current ones are...bad.

That's probably something we can toss in too, we have room to add random stuff.

I'll be getting to work on all of this ASAPossible.


I like how it looks sadly I won't have any opporotunity to find a game to try it out.

That said. Is there a strong mechanical reason they can't stock pile combined alchemical splash weapons via their class ability? Using alch items is already hard-they're already fairly weak in Pathfinder.
It seems like for this alch (and standard) having splsah weapons is a backup and that fluff fits nicely. But I can't really see folks ever retaining a backup of it since it would be wasted in a day if not used. I find myself rarely ever using a hybridziatoin funnel in my games since it takes a (functionally speaking) while to combine and then use. This ability takes 1 min and degrades in a day. I can't really see it being used very much by most players. I didn't see a way to make it a move action to combine. nor a way to extend the life. but I could've missed one if you put one in.
but given the actions to draw weapons. the levels in which you would freely have the gold to carry splash weapons. You wouldn't be using this much except for the Infused into a weapon ability. but limiting it to a day doesn't really alter a characters ability to spam that. So, I'm not entirely sure what the restriction does for the class?

Also this line
"The alchemist can use it to mix an alchemical splash weapon with either holy water or unholy wate"
and its placement made me double take, as for a few moments I thought the abilty was restricted to un/holy water + something else. But elsewhere it specifies doubling up on Alchemist Fire.

So it might be prudent to reword that subsection. I assume its mean to give stipulations of what can be combined with un/holy water. and that you can't combine holy and unholy.?

Silver Crusade

You bring up an interesting point, and because of this, you can separate out items you've combined without cost (aside from needing 1 minute to do so). To me, alch items are going to be good for the (as of yet unlisted) archetypes which remove bombs, so there will be a purpose if you want to make your own house brand bombs :P

Also hadn't thought that people had to draw them, gonna change that right now. So many rules are just easy to forget when they make things less fun.

And I did reword that now, it just states that (un)holy water is treated as an alchemical item for the purposes of fusion with this ability, so you can double dunk your holy water.


Shiny. That'll work very nicely then I imagine. No reason not to spend part of your morning making your own special brews of death then.

Yeah.. I adore alchemical items. Tried making a prestige class and later an alchemist archetype that loses extracts. In order to buff and create "free amounts per day" of them. Neither were very good but I was never very good at game design.
Final Fantasy d20's Chemist ended up doing what I tried in a more functional manner. But still suffers from action economy.

Ultimately it feels like action economy is the most painful detail. Always wished they'd remove that quick draw stipulation or made something to help that detail.

Silver Crusade

I want to like alchemical items more myself, I'm hoping that the class as it is becomes the premiere user of alchemical items. A lot of what I've done is stuff I've thought about while doing my guide, ideas that I thought would help the class use these mundane items as a legitimate threat.


N. Jolly wrote:
I want to like alchemical items more myself, I'm hoping that the class as it is becomes the premiere user of alchemical items. A lot of what I've done is stuff I've thought about while doing my guide, ideas that I thought would help the class use these mundane items as a legitimate threat.

I'm glad that you're still working on making alchemists better, I really loved your guide from way back when.

I think you've nailed the philosophy of alchemists for those of us who love the class. I don't want to play a wizard that casts mini fireballs or a cleric that drinks cure light wounds, I want to play someone who can do something other classes do (and also can't do something someone elze can do).

That the alchemist can do something with mundane items is one of the aspects about alchemy that RPGs lack. Basically either they make mundane items non-mundane (e.g., potions that everyone can drink) or they make mundane items un-non-mundaneable (e.g., tindertwigs). It would be cool to actually do some alchemy - soaking a tindertwig in a bottle of water to make a mini fireball or other things like that.

Silver Crusade

Watery Soup wrote:
N. Jolly wrote:
I want to like alchemical items more myself, I'm hoping that the class as it is becomes the premiere user of alchemical items. A lot of what I've done is stuff I've thought about while doing my guide, ideas that I thought would help the class use these mundane items as a legitimate threat.

I'm glad that you're still working on making alchemists better, I really loved your guide from way back when.

I think you've nailed the philosophy of alchemists for those of us who love the class. I don't want to play a wizard that casts mini fireballs or a cleric that drinks cure light wounds, I want to play someone who can do something other classes do (and also can't do something someone elze can do).

That the alchemist can do something with mundane items is one of the aspects about alchemy that RPGs lack. Basically either they make mundane items non-mundane (e.g., potions that everyone can drink) or they make mundane items un-non-mundaneable (e.g., tindertwigs). It would be cool to actually do some alchemy - soaking a tindertwig in a bottle of water to make a mini fireball or other things like that.

Well, that is semi possible considering there's a feat to add shape discoveries to alchemical splash weapons. You could combine alch fire with acid, expand it with a shape discovery, boost it through quintessence, and you'd have a makeshift acidic fireball!

And thanks, that guide helped put me where I am today.

Silver Crusade

We're going to be ending the playtest in the next few days, as this was always intended as a shorter display of the class as well as time for us to work on content. Because of this, I'd like to mention a bit about all of the coming soon content, which has been held back from playtest in order to help incentivise people to check out the full book (I'm a monster, I know).

Alienist: We're going with something that has a strong vibe of the conjuration sphere with more versatility in the companions they can take in exchange for getting less innate benefits. It will be replacing specialization, so that's something to note. Eventually, the creature is terrifying enough for its natural attacks to deal Wisdom damage and horrify those around it into insanity. It has spiritual ties to the 3.5 alienist, but works in a different way that works more with the mechanics that we have available. I'm pretty happy about it myself, and it feels like it's going to have a specific flavor that really works for it. Also, no alignment restriction, so go ahead and be an LG good character who chucks around outer horrors.

Etheric Mystic: This is going to be the "Champion" archetype, which allows SoP casting and SoM talents. We're leaning towards blended casting, but at the moment it gets full 20 talent progression, so while there will be some choices to make, they won't be too hard (we hope). It gives enough versatility to the point where I believe it'll work out fine for anyone who wants to run a champion style character with the chassis, and it keeps bombs.

Gourmand: This is the one we have the least info about now, but as was said in Full Metal Alchemist, cooking is basically alchemy.

Red Headed Merchant: To me, alchemist was always a class that screamed 'battle merchant', and I wanted to embrace that. The RHB is far more social than other archetypes, gaining social talents, increased crafting speed, and decreased crafting cost, this is a very low impact archetype (replaces poison stuff and swift alchemy) that can add a lot of flavor to your characters (Please come again)!

Ruin Elementalist: Of course there's a kineticist-like arch in here, but it's actually a surprisingly small archetype that's mostly used to alter bomb damage, grant an elemental defense, and the ability to gain utility wild talents. All and all, a simple yet elegant archetype that's low impact and grants a TON of new utility to things.

Void Demolitionist: This is as close as I could retrofit the dimensional ripper into the alchemist chassis. Which being honest, wasn't that hard. The main class features of 'throw awesome things' made them very compatible, and while certain class features had to be made into discoveries to make sure we had enough class features to trade out, it comes with all of the charm of the original, allowing for an incredibly unique play style that I'm very proud of.

To add to this, we're including organizations that should help liven up games, including a merchant organization with the traditional merchant secrets, an alchemical college with shady practices, and a mobile kingdom that lives on the back of a turtle...that last part is a lie, but it's still a very mobile kingdom.

We're also adding new alchemical materials, alternative variant class bonuses, and all sorts of other stuff. This is as much a passion project as I've ever done, and I've pooled the most talented authors I could in order to make this book an amazing compilation of everything that I've ever wanted for the Alchemist since I first penned my guide. Really, if you pick up anything I've ever authored, I'd suggest it be this compendium of what I believe it means to be an Alchemist.

Silver Crusade

The playtest will be ending at 5 pm EST today, so if you have anything else you'd like to mention, please do so before then. Thank you for your contributions, and we're greatly looking forward to the full release!


Nothing really.
Though it occurs to me that I didn't check to see if Infusion was a thing (sharing items). Don't have the time for it. But I rather assume it handles that topic in some fashion.

Silver Crusade

Zwordsman wrote:

Nothing really.

Though it occurs to me that I didn't check to see if Infusion was a thing (sharing items). Don't have the time for it. But I rather assume it handles that topic in some fashion.

I'd be deeply ashamed if the class didn't innately include Infusion.

Thank you everyone for participating in the playtest; we have a lot of other content that we'd have loved to have shown off, but the doc was too large and we wanted to hold some of it back for the full release. The response to the class has been largely positive, and we've made a lot of changes based on your feedback. We can't wait for the full release, with such new entries as the "Azoth" character template, the City of Silver Sands, and our iconic written by new author and member of The Insiderz, Mansoor Al-Shehail!

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