More Alchemist Puzzlement


Advice


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More problems...

Aren't Alchemists looking at serious encumbrance issues? Alchemist gear = 2 bulk. Formula book = 1 bulk. Healer gear = 1 bulk. Uh... Isn't the Chirurgeon going to start with 4 bulk, before even buying weapons, armor, and an adventurer's pack? This seems like some kind of typo or glitch or something...

And I'm unsure how you would even start to do the absolutely classic Jekyll/Hyde or Banner/Hulk build, now. As near as I can see, there is no way to enhance your physical power, without just getting critter parts. And the basic Bestial Mutagen is just... sad. 1d4 slashing claws? My dagger can do that. 1d6 piercing bite? Morningstar, anyone? And my dagger and morningstar don't wear off or wreck my AC and Reflex.

Again, I feel like I'm missing something, here. Because if I'm not, Alchemists seem to have... issues.


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Wait till you reach the base class abilities that allow you to make 3 different items in one hand but no way to hold them...


shroudb wrote:
Wait till you reach the base class abilities that allow you to make 3 different items in one hand but no way to hold them...

Simplicity itself with the Enduring Alchemy feat!

Round 1, Action 1: Create three items with quick alchemy, drop one.

Round 1, Action 2: Drink/throw item.

Round 1, Action 3: Drink/throw item, or other action.

Round 2, Action 1: Interact action to pickup dropped item.

Round 2, Action 2: Drink/throw item.

Round 2, Action 3: Other action, or drink/throw item kept from previous round.

Viola! Resource efficient, action wasteful.


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Xenocrat wrote:
shroudb wrote:
Wait till you reach the base class abilities that allow you to make 3 different items in one hand but no way to hold them...

Simplicity itself with the Enduring Alchemy feat!

Round 1, Action 1: Create three items with quick alchemy, drop one.

Round 1, Action 2: Drink/throw item.

Round 1, Action 3: Drink/throw item, or other action.

Round 2, Action 1: Interact action to pickup dropped item.

Round 2, Action 2: Drink/throw item.

Round 2, Action 3: Other action, or drink/throw item kept from previous round.

Viola! Resource efficient, action wasteful.

How is it "resource efficient" if you spent 3 reagents for 3 quick Alchemy stuff?

A) you drop 2 items, since you can make 3 items in ONE hand

B) it's not resource efficient, it costs exactly the same resources to make them individually, it's not like you get a discount.

In sort:

You spent 1 action and 3 resources to make 3 items. And then spent and additional 2 interact actions to pick them up

So 3 actions + 3 resources instead of... 3 actions + 3 resources.

C) it's a base class feature that if you don't take an optional feat it simply doesn't work and 1 of the 3 will always spoil.

That's like saying: fighter greater specialisation only works with double slice.


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shroudb wrote:
Wait till you reach the base class abilities that allow you to make 3 different items in one hand but no way to hold them...

Ugh... Didn't even think of that...


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Xenocrat wrote:
shroudb wrote:
Wait till you reach the base class abilities that allow you to make 3 different items in one hand but no way to hold them...

Simplicity itself with the Enduring Alchemy feat!

Round 1, Action 1: Create three items with quick alchemy, drop one.

Round 1, Action 2: Drink/throw item.

Round 1, Action 3: Drink/throw item, or other action.

Round 2, Action 1: Interact action to pickup dropped item.

Round 2, Action 2: Drink/throw item.

Round 2, Action 3: Other action, or drink/throw item kept from previous round.

Viola! Resource efficient, action wasteful.

Uh... I guess. But it seems like shroudb is right in assuming that it is a wash, which makes this a non-ability. It also assumes a status quo situation, during all that kibitzing.

And... well... it just makes for a really silly image.


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Cwylric wrote:
shroudb wrote:
Wait till you reach the base class abilities that allow you to make 3 different items in one hand but no way to hold them...
Ugh... Didn't even think of that...

frankly, i'm inclined to go by strict RAW:

generic: you need 1 hand to hold an item.
specific: you make 3 items in one hand.

specific trumps generic.

you make 3 items in one hand. It says nothing about dropping them. So in this specific scenario you HOLD 3 items in one hand.

it's the only way it makes sense as a 15level ability.

prove me wrong.


shroudb wrote:
Cwylric wrote:
shroudb wrote:
Wait till you reach the base class abilities that allow you to make 3 different items in one hand but no way to hold them...
Ugh... Didn't even think of that...

frankly, i'm inclined to go by strict RAW:

generic: you need 1 hand to hold an item.
specific: you make 3 items in one hand.

specific trumps generic.

you make 3 items in one hand. It says nothing about dropping them. So in this specific scenario you HOLD 3 items in one hand.

it's the only way it makes sense as a 15level ability.

prove me wrong.

Yeah, I think you have to read it that way. Otherwise, the ability is pretty useless. And, as I said, looks silly.

BTW, there are more Alchemist oddities here.


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It's disappointing seeing all these threads (and the final alchemist). I think the Bomber looks pretty good (barring some issues that need to be cleared up with an FAQ), but it really seems like the other specializations needed a little more development time.

Mutagens were definitely a popular path to take an alchemist in PF1 (just look at the popularity of the vivisectionist), so I don't know why the playtest initially assumed people would only want to be bombers, or why the final edition gave combat mutagen use such lackluster support.

Hopefully a means to play the alchemist as a mutagen-fueled frontline brawler again is published soon.

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