Compiling a list of Alchemist Issues


Rules Discussion


8 people marked this as a favorite.

Post-errata, there seems to be a general consensus that the Alchemist is still in need of attention. Paizo has clarified that there are still problems they're aware of that they haven't yet decided how to address, so in the mean time let's see if we can try to agree on exactly what the Alchemist's problems are.

This isn't necessarily meant to be a thread for proposing changes, but more for pointing out and discussing specific ways people feel the class falls short. Please be polite to both your fellow posters and the developers. We all have the same goal here, and that's making PF2 the best game it can be. Also, where possible, discuss your actual play experiences with the class.

I've been playing an Alchemist in a low-level PF2 game for a few months now, and I've definitely run into some obstacles.

Survivability
I'm playing an Elven Mutagenist, I picked the race with the hopes I could balance out the Mutagenist's low AC through high Dex and the Shield cantrip. With a bit of play, I'm beginning to think focusing on HP over AC may have been the better choice (and if anyone has had experience going that route I'd be eager to hear about it). Either way, survivability in melee (at least when using Bestial Mutagen) feels well below where it ought to be, in both the HP and AC department.

Action Economy
It's pretty common I'll feel a bit starved for actions in combat. If you keep your Mutagen in hand (or pre-buff) you can avoid your first turn being eaten up, but using situational alchemical items like elixirs of life always take at least 2 actions. The low hp of the class definitely warrants the occasional use of in combat healing, but elixirs of life are well below what a 2-action Heal can give, and cost twice the actions of Lay on Hands (though once you get Lesser Elixirs the healing is about the same)

Feat Taxes
The Alchemist is obligated to take certain feats just to keep using their base class features properly. Many of these feats feel more like they simply remove restrictions rather than open up new options.

Revivifying Mutagen seems like it's necessary at higher levels so you can actually end a long-duration Mutagen before taking a different one, otherwise you have to worry about suffering from multiple drawbacks simultaneously.*

Powerful Alchemy is necessary to keep Thunderstones and Tanglefoot bags scaling properly, otherwise there are a number of dead levels where their DC is far too low to matter, but you don't yet have access to the next tier. Unfortunately Powerful Alchemy only applies to items made through Quick Alchemy, meaning it's only worth making Tanglefoot Bags or Thunderstones during daily preparation at certain levels.

Calculated Splash isn't strictly a tax, but it is one of the rare examples of a class feat that gives flat number increases without any new options, which is something PF2 generally seems to avoid.

Enduring Alchemy seems necessary to get proper use out of Alchemical Alacrity, as there's no way to use 3 items yourself with only 2 actions. You can rely on allies to grab and use the items themselves, but that means you're asking them to use two of their three actions to apply your buffs to themselves, or all three of their actions if they have to move to be adjacent. No other buffing class requires their fellow party members to sacrifice a turn like that.

*As a side note, the rules are not particularly clear on what actually happens when you drink a second mutagen while benefiting from one already. The Mutagenist's Greater Field Discovery is very explicit, but the general rules only mention that Mutagens are polymorph effects, and should thus counteract each other, which raises more questions about how to handle the required counteract checks


4 people marked this as a favorite.

"Math problems"

Having max expert proficiency, compared to everyone else that reaches at least master, alongside inability to use your primary stat for Attack leads to having the worst accuracy in the game by far.

The pf2 math are tight enough that a permanent (up to) -3 to attacks is extremely damning.

"Squishy"

You can either be melee with -2 AC compared to everyone else, with also caster HP and a penalty to your saves.

Or you can be ranged with even less HP due to unhealable damage and a penalty to your saves.

"Math fixer feats"

Most feats in the game offer options and abilities... For every other class. For Alchemist most feats are plain math fixers (that even fail at that)

"Action economy"

Consumables have worse action economy than spells (both are 2 actions, but all consumables are touch range)

Since consumables are made with the intent of "much less powerful than a spell, but more plentiful" when you combine the 2 paradigms you end up with:

Simultaneously low power efficiency and low action economy.

That means that you end up needing to spend up to 6+ actions, split over 3 rounds, to catch up to a single spell.

If you compile this with the nature of "single target only" it means that the amount is falsely deceptive as well, since at most occasions you need to spend a lot of reagents to catch up to an aoe/multitarget spell.

"hands issue"

He literally has abilities, that as written allow you to hold 3 items in a hand, yet makes no reference how that works.

"no niche"

Most things that an alchemist can do,
someone else does it better.

Even as a jack of all trades, there are better options.


I haven't played an Alchemist, so take what I say with a grain of salt.

I feel as though Powerful Alchemy should have been a level 1 class feature and apply to both Advanced Alchemy and Quick Alchemy from the get go. This immediately gives the alchemist the ability to keep up on the dc end of things at the very least.

I keep looking to see if bombers get master proficiency in bombs thinking I must have missed it somewhere. But no, they are stuck with very poor accuracy despite being a subclass that needs to hit.

I am on board with alchemy being weaker, but more plentiful, than spells, but they definitely need a little love to make them on par.


I see a few problems with the Alchemist and I agree with some of your points, but I tend to disagree about others.

Alchemist is a support class, and thus has low survivability. Going melee with an Alchemist is as bad as an idea than going melee with any caster. Mutagenists are specialized in Mutagens, not in Bestial Mutagens. They're not meant for melee.
They only go to Master with their class DC. I agree they should go to Legendary, but it affects nothing anyway. A big part of Bombs damage is splash, so their chances to hit is not that important. Giving Master proficiency with Bombs should not break everything, but they need to give it to all Alchemist's specializations.
Also, you can give Elixirs in one action thanks to your Familiar. Alchemical Familiar is one of the tax feats.

No niche??? The Alchemist is by far the best buffer of the game. He gives +4 to any skill at highest level. He can create whatever Elixir is needed on the spot. And poison is always overlooked when it's a very unique ability as it's the only long duration buff of the whole game (I can't wait for the new poisons when the poisoner will be released). It's clearly the support class by excellence.

One of the biggest issue with the Alchemist is its quadratic progression. It's a very bad class at low level, and it really starts to shine after level 10. But I don't see how to fix that.

Liberty's Edge

4 people marked this as a favorite.

Yeah, the combat math in general is...not great, and Powerful Alchemy should likely be baked in, and several other Feats are a tad lackluster.

Honestly, I think Alchemist would be fine with Medium Armor Proficiency (scaling when Light does), going to Master in attacks at about 15th level, and baking in Powerful Alchemy. That'd be really easy to implement, too.

Mutagenist specifically could also use some actual bonus from using Mutagens themselves rather than passing them to others. Mutagens are a good buff, but not quite enough on their own.


1 person marked this as a favorite.

Most of the times skill Mutagen is just a +1 or a +2, riddled with extreme penalties as well.

A simple inspire competence, heroism, guidance keeps up with them, applies to all skills, and has no negatives.


shroudb wrote:

Most of the times skill Mutagen is just a +1 or a +2, riddled with extreme penalties as well.

A simple inspire competence, heroism, guidance keeps up with them, applies to all skills, and has no negatives.

Skill Mutagens go up to +4. Skill Item bonuses go up to +2, in general to only a few uses of a skill. As you can invest only 10 items, you'll clearly not have bonuses in everything.

Inspire Competence doesn't work. I have played bards enough to know you'll use it once in a blue moon.
Heroism only lasts 10 minutes, which is a massive drawback. And anyway, Mutagens stack with Heroism for better bonuses.
Guidance is nice, but very limited (it's a cantrip so it's quite normal).

Liberty's Edge

2 people marked this as a favorite.
SuperBidi wrote:
Skill Item bonuses go up to +2, in general to only a few uses of a skill.

This isn't true. Items go up to +3, and most apply to the whole Skill. some are restricted, but it's not a majority.

Now, Mutagen is still a higher bonus and you still can't get bonuses to everything with Items, but skill items aren't nearly as bad as you're saying they are.

But my issue is that, almost always, the Mutagenist is better off passing off most skill-based Mutagens to other PCs to use rather than using them themself. Which sucks. They need some incentive to use them on themselves.


SuperBidi wrote:

I see a few problems with the Alchemist and I agree with some of your points, but I tend to disagree about others.

Alchemist is a support class, and thus has low survivability. Going melee with an Alchemist is as bad as an idea than going melee with any caster. Mutagenists are specialized in Mutagens, not in Bestial Mutagens. They're not meant for melee.

From the sidebar for the example Mutagenist in the core book, and the fact that the original Mutagenist field ability was something specifically geared toward unarmed melee, it seems quite clear that Paizo intended the Mutagenist to be the path for those trying to play the melee Alchemist of PF1.

Liberty's Edge

1 person marked this as a favorite.
Brew Bird wrote:
From the sidebar for the example Mutagenist in the core book, and the fact that the original Mutagenist field ability was something specifically geared toward unarmed melee, it seems quite clear that Paizo intended the Mutagenist to be the path for those trying to play the melee Alchemist of PF1.

This is absolutely true. But, at the moment, it just doesn't actually work, which is, I think, where he was going with that, but it still sucks anyway.


1 person marked this as a favorite.
Brew Bird wrote:
SuperBidi wrote:

I see a few problems with the Alchemist and I agree with some of your points, but I tend to disagree about others.

Alchemist is a support class, and thus has low survivability. Going melee with an Alchemist is as bad as an idea than going melee with any caster. Mutagenists are specialized in Mutagens, not in Bestial Mutagens. They're not meant for melee.

From the sidebar for the example Mutagenist in the core book, and the fact that the original Mutagenist field ability was something specifically geared toward unarmed melee, it seems quite clear that Paizo intended the Mutagenist to be the path for those trying to play the melee Alchemist of PF1.

PF2 system is far more limited than PF1 if you want to play gishes. It just doesn't work anymore. So, maybe Paizo intended the Mutagenist to be a melee character like any other martial, but right now, it is so far from being a valid one that it's not even worth trying in my opinion. You need more Weapon and Armor Proficiencies, you need some combat feats and you need more hit points and better saves. So, you need a complete class overhaul.


Deadmanwalking wrote:
SuperBidi wrote:
Skill Item bonuses go up to +2, in general to only a few uses of a skill.

This isn't true. Items go up to +3, and most apply to the whole Skill. some are restricted, but it's not a majority.

Now, Mutagen is still a higher bonus and you still can't get bonuses to everything with Items, but skill items aren't nearly as bad as you're saying they are.

But my issue is that, almost always, the Mutagenist is better off passing off most skill-based Mutagens to other PCs to use rather than using them themself. Which sucks. They need some incentive to use them on themselves.

I agree with you. That's why I say the Alchemist is a support class. It may not be the original intention when making the Alchemist, but it's what it is in its current state.

Sovereign Court

1 person marked this as a favorite.
Deadmanwalking wrote:

Yeah, the combat math in general is...not great, and Powerful Alchemy should likely be baked in, and several other Feats are a tad lackluster.

Honestly, I think Alchemist would be fine with Medium Armor Proficiency (scaling when Light does), going to Master in attacks at about 15th level, and baking in Powerful Alchemy. That'd be really easy to implement, too.

Mutagenist specifically could also use some actual bonus from using Mutagens themselves rather than passing them to others. Mutagens are a good buff, but not quite enough on their own.

In my latest version of my rules changes (just uploaded a minute ago), I've tried to address some of these issues. These are in addition to the previous changes I made, which address some other things people raised (like all Mutagenists get a +1 Item bonus for a mutagen they ingest).

For the Bombers, they now get the Powerful Alchemy feat for free at 1st level.

For Mutagenists, they get Medium Armor that scales along with their Light armor.

For Chirurgeons, I gave them the Battle Medicine feat for free at 1st level.

To balance all these out, I gave the Toxicologists (a new field I created) the Rogue feat Poison Weapon for free at 1st level.


1 person marked this as a favorite.

Prior to my notes~ Alchemist is my absolute favorite class in P2 (p1 was alch and occultist) I absolutely love the "mundane item character" concept. I am probably biased as I've played 90% alchemists since the playtest, and only half the other classes once or twice (never for cleric/champion/druid).

I personally, think it is a problem that you can only use Advanced Alchemy during Morning Preperation. Alch items are significantly weaker than spells. So I don't see the harm in giving Alchemists the option to spend 10 mins to make more daily allotment alchemical items. Putting this option in would also make Quick Alchemy a bit more usable. You could make a core set for allies/yourself every morning then tailor to what you're doing later. Or resupply during the 10mins that your casters are regaining focus or ya'll are medicining. Being able to suddently switch gears and give everyone in the party an antidote and antiplague is pretty great, or just pulling out multiple Lastwall soups or Sunrods. It would actually make me feel good about choosin a core "every day" set and having reagents in resersve for quick alchemy/later tailoring to the day.

Weapon choices and or profiendcies. Alchemist are suport-debuff-off martial class. They're made to make others better. But they still have to be self sustaining/contributing. To do that they need better to hit (at least with bombs), and could really use access to a few choice weapons (reach weapons, whips, for melee aklys and shuriken are also nice. creation of alchemical hand xbow would also help or auto hand xbow later). Bomb's debuffs are on hit, not on splash. so while elemental weakness is fun, bombs all have great debuffs and its very disappointing to fail that-even if I hit weakness.
Not every alchemist is a bomber, and even a bomber may not always be bombing. So having some options or abilities would help out. of melee weapons Whip seems the best in my experience. I can't see any simple melee weapon I'd use-when I have, i was using them for fineese/trips. Sprinkling in some adv and martial weapons in specific woudld help. I found a whip to be invaluable-it let my alchemist maintain distances and support (aid), debuff (trip) and damage (wounding). (most of my alchemist's damage tend to come from Sticky pepetual bombs since I usually am debuffing over damage.)

They have issues with "handedness" To quick alchemy they need a hand open, which limits their ability to carry a weapon and or shield. Additionally. Double Batch and Alchemical Alacrity exist as well. Which are hard to use due to handedness (also actions/costs).

Stemming from this, its quite painful to take items out. Changing Quick Bombs to Quick Items, and allowing the alchemist to draw any alchemical item + use (on themselves, on an ally, or throwing at an enemy) would allow the alchemist a lot of flexiability and actually be a useful feat for every build of Alchemist. It would streamline a lot.

I think Alchemist being innately unable to end mutagens on themselves or their allies is problematic. Most allies won't want mutagens, but in the occasions they would (Skill checks, or specific choice ones, temp HP save) they could end up lasting so long no one really wants it.

Feat choice-A lot of it was covered previously here. But they lack some nice "options" that open up their field of ability. They're support item, perhaps share the Ranger Snares or Rogue poison weapn lines would help pad things out without taking much space. as others mentioend most of its just numbers not options. Snares/traps aren't explictly Ranger like and making alchemical traps is VERY flavorful. Poison Weapon is useful, but with the eratta to poisoning action its useful but not super needed. but Alchemists should really still be good at using their poisons and it sucks that they can't. (Also the d4 doses/lv would help alchemists too)

Like others stated, Powerful Alchemy just feels like it should be innate. Its also pretty useless for a lot of times. Powerful Poison also feels rather annoying and not great. But it would be an option if it didn't have the prereq tax of powerful alchemy.

Several feats are Quick Alchemy only. (more on that action later). Which means its rarely used but eats a feat. Allowing the additives to be added to the Daily Allotment seems like it would make those feats more useful. (could have some problems with Churri's max heal?)

The inability to actually use quick alchemy on an ally. Part of the draw of quick alchemy is pulling out the right item for the moment. But the action economy makes it fairly diffiulct. Its quite hard to get close, quick alchemy an emergency elixir, antidote,antiplauge, or any other support item and use it on the target. Which in the end does pus the "make your candy in the morning hand them out, then swing a stick with a few bombs" problem.
Improving the action economy of quick alchemy'd items (either create+use in one action or allow thrown appplications like final fantasy tactics) might help. Create + use in one action would make it more useful. Potentially applying 1/round only limitation (No clue if pepetual bombs done that way would be an issue if it wasn't 1/rd)

Quick Alchemy is also too expensive. More so once you pass lv 5 where you can make multiple of your "main thing" for one point. I rarely use Quick Alchemy for not pepetual items because the opporotunity cost is high. They might need some sort of floating free Quick Alchemy pool per day. That way they could actually support their group-by handing out items, and still have a floating emergency pool. (I'd rather get rid of Double Batch/Alch ala and instead gain a floating quick alchemy pool at lower level that expands on its own as you grow )

Still, I have so much fun with my alchemists. They sadly do often require being a human (or half) in order to get weapon choices, or Aid buffs. I want to try a Leshy sometime for ranged unarmed amusement. (Geno style! Leshy puppet)


1 person marked this as a favorite.
SuperBidi wrote:
Deadmanwalking wrote:
SuperBidi wrote:
Skill Item bonuses go up to +2, in general to only a few uses of a skill.

This isn't true. Items go up to +3, and most apply to the whole Skill. some are restricted, but it's not a majority.

Now, Mutagen is still a higher bonus and you still can't get bonuses to everything with Items, but skill items aren't nearly as bad as you're saying they are.

But my issue is that, almost always, the Mutagenist is better off passing off most skill-based Mutagens to other PCs to use rather than using them themself. Which sucks. They need some incentive to use them on themselves.

I agree with you. That's why I say the Alchemist is a support class. It may not be the original intention when making the Alchemist, but it's what it is in its current state.

This isn't a thread about how best to play the class in its current state, though, it's a thread about problems with the class. That includes addressing issues that make the class not function as intended, such as the absence of any viable melee builds, or the fact that the mutagenist is better served passing out their mutagens than drinking them themself.


2 people marked this as a favorite.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

In our group we have an alchemist as well. They've just reached 2nd level, and the alchemist decided to take a MC Wizard dedication. Now he's using his attack cantrip almost exclusively during combat, which should give an idea how weak simply relying on his bombs is. He's more effective with Produce Flame than anything the alchemist class can offer.

This said, he's great at healing, and ready to hand out alchemical tools to fight poison or whatever. Very versatile, but not a frontliner by any stretch of the imagination.

Still, he's having a great time and contributes well to the party. I too would like to see the alchemist errata'd or even upgraded in future errata releases. Our pals at Paizo said that some of the errata they'd been considering are more complex and will take more time to make sure they get it right, and I'll bet dollars to donuts that the alchemist issues are amongst these more complex fixes.


4 people marked this as a favorite.

I did a basic comparison of a bomber alchemist to other options here. It's long, but the tl;dr is that for an alchemist's entire career throwing an alchemist's fire deals about as much damage as a wizard using the produce flame cantrip while using a limited resource, and you probably should have been a precision ranger with alchemist dedication instead if you wanted to bomb better.

I think part of the problem is that bombs are just bad compared to spells after low levels while not having any advantages in usability, or cost.

Alchemists were put in a weird place because they have so many more "top level" resources than a spellcaster that the power of those resources had to be kept in check. It resulted in a class that has limited per day resources, but those resources are incredibly weak since they are comparatively so plentiful.

I think the most damning part of the current alchemist design is that they don't really need to be there for much of their contribution to the party. If they create all their advanced alchemy items in the morning, hand them to their party members, and then stay safe and sound in the party HQ they're probably contributing 80% of what they would if they actually went adventuring.

I honestly feel like putting the alchemist class in the core book has hurt both alchemical items and the class since it seems like design decisions were made with the idea that only alchemists would be using many alchemical items. I would have preferred that all alchemical items were made in a state where they were all worth purchasing and then made the class work around those items. As it is nobody is ever, ever going to buy a high level bomb or mutagen, and the only reason you'll ever see them in play is if your alchemist buddy gets them for free every day.


DoggieBert wrote:

I did a basic comparison of a bomber alchemist to other options here. It's long, but the tl;dr is that for an alchemist's entire career throwing an alchemist's fire deals about as much damage as a wizard using the produce flame cantrip while using a limited resource, and you probably should have been a precision ranger with alchemist dedication instead if you wanted to bomb better.

Does your comparison take into account the potential extra damage from Calculated Splash and Expanded Splash?


Brew Bird wrote:
DoggieBert wrote:

I did a basic comparison of a bomber alchemist to other options here. It's long, but the tl;dr is that for an alchemist's entire career throwing an alchemist's fire deals about as much damage as a wizard using the produce flame cantrip while using a limited resource, and you probably should have been a precision ranger with alchemist dedication instead if you wanted to bomb better.

Does your comparison take into account the potential extra damage from Calculated Splash and Expanded Splash?

It does not. I was mostly trying to do comparisons without adding feats since the number of comparison points rapidly grows.

I should probably go back and add those in, since from a quick eyeballing, it looks like those feats would make perpetual bombs roughly keep up with a cantrip and your limited bombs roughly keep up with the precision ranger bomber until ~17+ when the ranger pulls away again.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Doggie Bert hit the nail on the head. The best alchemist a party can have is a selfless hireling who gives away mutagens and elixirs as needed and stays out of harms way. The alchemist can make everybody else win, but is usually a combat liability because they can’t survive and don’t keep up in attack. I am curious to see how different the investigator is both from the PF2 alchemist and the PF1 investigator.


I have a hard time taking calculated splash-expanded is nice though for more area. Its hard for me to snag those compared to several of the possible multiclass ones.

I'd be pretty interested in numbers


Brew Bird wrote:

This isn't a thread about how best to play the class in its current state, though, it's a thread about problems with the class. That includes addressing issues that make the class not function as intended, such as the absence of any viable melee builds, or the fact that the mutagenist is better served passing out their mutagens than drinking them themself.

If you don't know how to play the class, you can't fix its problems. The absence of viable melee builds is only a problem if you consider the class role is to go melee. If you consider the Alchemist a support class many problems you speak about just disappear.

As I like support characters, I like the current overall state of the Alchemist. There are clear issues with some of its abilities, but not issues as big as making the Alchemist a viable melee build. And making the Alchemist viable in melee would just remove its support specialization. After all, what would be the point in handing Mutagens if you use them better than anyone else. So, its not a change I would like to see implemented as its a complete shift of class role.


3 people marked this as a favorite.
SuperBidi wrote:
Brew Bird wrote:

This isn't a thread about how best to play the class in its current state, though, it's a thread about problems with the class. That includes addressing issues that make the class not function as intended, such as the absence of any viable melee builds, or the fact that the mutagenist is better served passing out their mutagens than drinking them themself.

If you don't know how to play the class, you can't fix its problems. The absence of viable melee builds is only a problem if you consider the class role is to go melee. If you consider the Alchemist a support class many problems you speak about just disappear.

As I like support characters, I like the current overall state of the Alchemist. There are clear issues with some of its abilities, but not issues as big as making the Alchemist a viable melee build. And making the Alchemist viable in melee would just remove its support specialization. After all, what would be the point in handing Mutagens if you use them better than anyone else. So, its not a change I would like to see implemented as its a complete shift of class role.

In what way would opening up an additional build option remove the Alchemist's ability to be played as a support class? It's clear Paizo intends a support role to be one of several possible paths for the Alchemist to follow. Making sure the less support oriented roles work doesn't stop anyone from playing the Alchemist as a pure support, it just allows other Alchemist players to build an Alchemist more in line with their tastes.

What's more, the point that's being made about Mutagens is a little less about wanting Alchemists to be better served by mutagens than anyone else, it's about correcting the fact that an Alchemist almost never actually wants to drink their own Mutagens. If most of your alchemical items work better in someone else's hands, why shouldn't you just pass out all your items at the beginning of the day, and then skip the adventure? A class who's better off not showing up cannot possibly be working as intended.


1 person marked this as a favorite.
Brew Bird wrote:
SuperBidi wrote:
Brew Bird wrote:

This isn't a thread about how best to play the class in its current state, though, it's a thread about problems with the class. That includes addressing issues that make the class not function as intended, such as the absence of any viable melee builds, or the fact that the mutagenist is better served passing out their mutagens than drinking them themself.

If you don't know how to play the class, you can't fix its problems. The absence of viable melee builds is only a problem if you consider the class role is to go melee. If you consider the Alchemist a support class many problems you speak about just disappear.

As I like support characters, I like the current overall state of the Alchemist. There are clear issues with some of its abilities, but not issues as big as making the Alchemist a viable melee build. And making the Alchemist viable in melee would just remove its support specialization. After all, what would be the point in handing Mutagens if you use them better than anyone else. So, its not a change I would like to see implemented as its a complete shift of class role.

In what way would opening up an additional build option remove the Alchemist's ability to be played as a support class? It's clear Paizo intends a support role to be one of several possible paths for the Alchemist to follow. Making sure the less support oriented roles work doesn't stop anyone from playing the Alchemist as a pure support, it just allows other Alchemist players to build an Alchemist more in line with their tastes.

What's more, the point that's being made about Mutagens is a little less about wanting Alchemists to be better served by mutagens than anyone else, it's about correcting the fact that an Alchemist almost never actually wants to drink their own Mutagens. If most of your alchemical items work better in someone else's hands, why shouldn't you just pass out all your items at the beginning of the day, and then skip the adventure? A class...

plus, it's not like mutagens are that great as a support buff.

most of the players in my homegroup refuse to use the alchemist's mutagens because -1 to AC and -2 to saves for +1 to attack (for our monk) and -2 to saves -HP for a +1 to attack (for our ranger) look like terrible trades to their eyes.

meanwhile, i've never seen anyone saying no to the bard giving the same +1 to all (plus an additional +1 to damage), without drawbacks, and doing so all day long.


1 person marked this as a favorite.

In social encounters, I have found the skill-based mutagens to be a pretty nice buff to hand out. The combat-focused ones have their problems, but I think the skill mutagens are one of the Alchemist's strengths.


1 person marked this as a favorite.

Thanks for starting this thread. I was going to do so myself but I had to take the kiddos trick or treating :)

I'm going to paste here part of what I put in the advice fourm in a post about mutagenists, mainly regarding reagent improvements:

"One thing I can think of that might help is modify how infused reagents work. You get twice what you have now but each is only good for one elixir/bomb/mutagen, and it takes 2 to do quick alchemy. That way you could have a wider selection of pre-prepped elixirs on hand, especially for ones that you only really need one per day of. Also, you could get a small number of free reagents that only apply for your research field. So, for example, a bomber could hand out goodies to the team without reducing themselves to a crossbow peasant."

I really like the idea Zwordsman had regarding the ability to refocus and get at least a few infused reagents back to be able to whip up something for the party. As it is now I'd never, ever use infused reagents on something like a sunrod or worse, a tindertwig. One of the things I really liked about the PF1 alchemist was the "bag of tricks" feel. Party falling into a pit? Throw an impact foam. Need to buy time to retreat in a dungeon? Coral boulder and a create water orison from the cleric.

That was fun for me. I could hand out infusions to help the party, throw bombs for damage or status effects, and in downtime craft a few odds and ends for emergencies.

If you look at the "Roleplaying the Alchemist" section of the core rules it doesn't feel like you can really do any of that. You can throw bombs, or make elixirs, or make mutagens that hurt you more than they help you. That might improve with time as more items are added but do people have to wait a year for a class to be viable and fun?


Well it was less "refocus" to get back reagents. and more "spend that same time period" using your left over reagents. (Because you can only ever make them during morning prepP.

Though that focus pool style, does relate to how I think they should gain a pool of Quick Alchemy only extra (on top of Lv+INT) reagents. To add versatility without punishing them for not making maximum items in the morning.

Being able to make more in the day + the extra quick alc only pool would really let the Alchemist become a versatile support---versatility is absolutely needed dfor their support half. Alchemical items are extremely specific, most spell buffs are pretty widely applicable with no downside. Mutagens are pretty specific and have downsides.
----

While I love suport alchemist and think thats what the class is meant for. They certainly have issues in armaments/combat ability as I mentioned prepviously. THey're not self sustainable.
-------
but I think this is all off topic of the original poster's concept for this thread. A list of problems, but not a discussion of said problems (trying to make a fairly clean list to maintain people's perceptions and opinions as a reference point)


Honestly if I was going to buff the alchemist I would make the alchemical items better it annoys me that a level 17 alchemical bomb does substantially less damage than a 3rd level spell that you get 12 levels earlier.


Aricks wrote:

Thanks for starting this thread. I was going to do so myself but I had to take the kiddos trick or treating :)

...

If you look at the "Roleplaying the Alchemist" section of the core rules it doesn't feel like you can really do any of that. You can throw bombs, or make elixirs, or make mutagens that hurt you more than they help you. That might improve with time as more items are added but do people have to wait a year for a class to be viable and fun?

I think this last comment sums up the overall issue with the Alchemist nicely. The class doesn't really do what it says on the tin. The fantasy of the Alchemist from PF1 has carried over in the fluff, but the mechanical execution falls short.

In my home game I've been noticing it especially since the whole party is playing characters based on our earliest PF1 characters.

The Sorcerer player has been having a great time as a charming pyromaniac, and has pulled off some really cool moments with his fire spells reminiscent of those of his very first PF1 character. The Barbarian is an absolute beast (as he should be) and has been stomping mooks left and right. But I'm left feeling like I can't quite capture the destructive mad scientist that was my PF1 Alchemist.


As a lover of the Mutagen chugging melee mauler builds in 1e, I consider the 2e Alchemist, particularly Mutagenist, a disgrace.

Currently, Mutagen hurts you more than helps you. Bestial Mutagen for example, makes you squishier and easier to kill. That's because they didn't model 2e Mutagens on their 1e counterparts. If they had, Bestial Mutagen would look something like this: +1 Status Bonus to AC (Natural Armor), +1 to hit with Unarmed Strikes, 1d6 bite and 1d4 claw attacks, and the drawback would be mental: -2 on skill checks except for Athletics and Acrobatics.

If the developers had just stayed truer to the 1e Alchemist, this mess wouldn't have happened. Currently, there's no way to play the Mr. Hyde build from 1e, which is a real shame. Energy Mutagen has some use, but Bestial Mutagen just gets you killed.


4 people marked this as a favorite.

I understand there are a lot of passionate Alchemist fans on these forums (I'm one of them!), but let's please try to keep our language polite and respectful, even while we're being critical. A lot of wonderful people worked on this game, and we can give feedback without being disrespectful of the immense amount of love and care that was undoubtedly put into Pathfinder 2.

Liberty's Edge

6 people marked this as a favorite.

Yeah, a lot of the Alchemist's problem comes down to very late stage changes hitting them harder.

They attacked vs. Touch AC with bombs in the playtest (after which, Touch AC was ditched...spellcasters got an accuracy bump to compensate and Alchemists somehow didn't), which was a virtual +2 or so on average in to-hit, and thus equal to (or better than) full martial characters in most cases (since Master only gave +2 over Trained, then) and their AC issue was more easily solved since a single General Feat got them Medium Armor that was at the same Proficiency as their Light Armor, and more AC came from magic armor anyway. The melee build still had some issues, but not nearly as many.

In short, the Alchemist suffers from stuff that never got playtested because it was put in place after the playtest and the Alchemist just wasn't quite modified properly to adapt to. That's not a 'disgrace' or any other hyperbolic issues, it's just an unfortunate thing that happened, and hardly one that is impossible, or even especially difficult or unlikely, to be fixed.


One thing that should definitely be baseline for a class that revolves around heavy use of consumables would be a quicker access to them. Only a sadistic GM would require an extra action for spellcasters to grab their material components, then why does the class whose entire job is creating and using consumables have to suffer that restriction, above all considering these items aren't that good when compared to what spells are capable of?

And not getting at least master proficiency in alchemical bombs at high level for THE class that uses them the most is also pretty baffling to me. Consider that the fighter, the barbarian, the champion and the ranger all have better proficiency in bombs than the alchemist... I guess that similarly to how a cleric's doctrine heavily affects the class's progression, the alchemist's research field should too to a certain extent. Spitballing a few ideas:

Bomber: Ranged nuker specialization, higher Reflex proficiency, better bomb proficiency (at least up to master, maybe legendary, at high level), get greater weapon specialization with bombs at high level, bombs you create use your class DC if higher than their base DC.

Chirurgeon: Medic specialization, automatically trained in Medicine (trained proficiency goes to another skill if already trained in Medicine from background), can use Crafting instead of Medicine for feat prerequisites and all checks, using an appropriate elixir along with healer's tools to treat wounds, poisons and diseases increases your degree of success on the check by one step while applying the elixir's effect on your patient.

Mutagenist: Buffer specialization, higher Fortitude and Will proficiencies, you can dismiss the effects of your mutagens with a special action, your mutagens last longer.


1 person marked this as a favorite.
Deadmanwalking wrote:

Yeah, a lot of the Alchemist's problem comes down to very late stage changes hitting them harder.

They attacked vs. Touch AC with bombs in the playtest (after which, Touch AC was ditched...spellcasters got an accuracy bump to compensate and Alchemists somehow didn't), which was a virtual +2 or so on average in to-hit, and thus equal to (or better than) full martial characters in most cases (since Master only gave +2 over Trained, then) and their AC issue was more easily solved since a single General Feat got them Medium Armor that was at the same Proficiency as their Light Armor, and more AC came from magic armor anyway. The melee build still had some issues, but not nearly as many.

In short, the Alchemist suffers from stuff that never got playtested because it was put in place after the playtest and the Alchemist just wasn't quite modified properly to adapt to. That's not a 'disgrace' or any other hyperbolic issues, it's just an unfortunate thing that happened, and hardly one that is impossible, or even especially difficult or unlikely, to be fixed.

PF2's tight math is really a double-edged sword. Every +1 mattering is great for gameplay, but it also means that if a class is under-tuned, you really feel it.

I'm glad Paizo seems to be more willing to make updates through errata in this edition, and hopefully we won't have to wait too long for some more substantial Alchemist fixes.


The main issue with Alchemists as a whole is that they need to divide their stat distribution among way too many areas to be relevant in combat. Yes they can drop Charisma and even having Wisdom as a low stat isn't THE WORST, but their main stat (Int) is only really useful for poisoners and to give them a few extra things to craft. Given how many things are immune to poison and how Alchemists end up crafting free stuff, neither of those things is a good enough use for Int. They have BUNZ AC, which wouldn't be so bad if they were bulky, but they are not, so you need to have good Con if your are gonna be in the fray (like the mutagenist) and good Dex either way because you need to hit stuff (which is even harder given their terrible aim and short range with Bombs). Adding to all that mess, the Mutagenist needs Str because Bestial mutagen is awful and doesn't offer Finesse with the Claws (come on guys). So thats 4 stats that need to all be at 16 at level 1 to keep the character even kinda relevant in combat, which is impossible. Here's a workaround:

Pathfinder 2e Alchemist Rework

The goal of this custom rework is to address the overall mechanical mess that is the Alchemist. The ideal role of the Alchemist in combat should be that of a character who uses consumable creations to prepare their allies for any eventuality and less efficiently temporarily fill situational needs. Healing elixirs that can be divided among the party before battle, or administered as needed, but are less effective than a full healer might be. Mutagens that enhance certain aspects of the one who imbibes it for temporary buffs (at the cost of a drawback). Bombs that deal AOE damage, DOT and/or inflict short-lived conditions at a short to medium range. Poisons that inflict longer lasting conditions. Alchemical items that provide other forms of support situationally. The Alchemist should be rewarded more for planning in advance than they currently are, with less focus on buffing the Quick Alchemy feature, as that is what most significantly differentiates them from other classes. Out of battle, they should have a significant leg-up on crafters from other classes. Additionally, the subclasses needed a whole bunch of love and the redundancy of the Feats needed to be addressed. The following is my attempt at accomplishing these goals. If any aspect of the class is not mentioned, assume they are unchanged. This includes some weaknesses of the class that I feel are appropriate for balance (the low AC, capping the class DC at Master, low Perception and Will save, etc).

NERF: Quick Alchemy should require 2 free hands, rather than 1 (I feel like using the required alchemical tools to create a formula in 1 action with 1 hand, aka 2 seconds, is ludicrous). *An item created with Quick Alchemy is considered to be held upon creation (this was unclear in the book)*.

Research Fields:
Bomber: No change at level 1, 5, or 7. At level 13, their Greater Field Discovery changes to “The Bomber’s Proficiency with Alchemical Bombs increases to Master” (this change more significantly differentiates the Bomber specialization from the others and eliminates lazy redundancy, while providing the subclass with a little much-needed reliability). No change at 17.

Chirurgeon: At level 1 the first paragraph remains the same, but the second changes to “The Chirurgeon adds +1 to all Medicine Checks for each level of Crafting Proficiency they have (Max +4). This change rewards the Chirurgeon for continuously investing skill points in both Medicine and Crafting, while distinguishing it as a Doctoral specialization that is best suited to non-magical healing. No Change at level 5. At level 7 the Chirurgeon gains “Additionally, Antidotes created by the Chirurgeon grant the drinker Poison Resistance equal to half their level”. Just trying to make Antidotes suck less. No change at 11. At level 13 their Greater Field Discovery changes to “During your daily preparations, you may customize a batch of Elixir of life to tailor fit a creature’s anatomy. Creatures who drink an Elixir from a batch that has been customized to them gain the maximum hit points possible for that elixir, instead of rolling to determine the number of Hit Points regained. Only 1 batch can be customized per creature per day.” This change reduces the effectiveness of the Chirurgeon’s Quick Alchemy, but rewards them for handing out their batches at the start of the day, while having a more appropriate flavor and more logical functionality (why would a hastily crafted elixir be better than a stable one?). No change at 17.

Mutagenist: At level 1 the Mutagenist loses the second paragraph (because it was left in by mistake, obviously) and gains “The Mutagenist gains additional effects when drinking a mutagen they created using their Infused Reagents, which is specific to that mutagen.”
Bestial= The Mutagenist may use their INT modifier instead of STR for Athletics Checks, unarmed attack rolls and unarmed attack damage.
Juggernaut= The Mutagenist gains additional temporary hit points equal to their INT modifier + the level of the mutagen (minimum 1).
Quicksilver= The Mutagenist may use their INT modifier instead of DEX for Acrobatics, Stealth, Thievery and ranged attack rolls.
Cognitive= The Mutagenist gains an additional +1 situational bonus to the buffed skills.
Serene= The Mutagenist may use their INT modifier instead of their WIS for Perception, Medicine, Nature, Religion and Survival Checks.
Silvertongue= The Mutagenist may use their INT modifier instead of their CHA for Deception, Intimidation, Diplomacy and Performance Checks.
This change is designed to give the Mutagenist a 1st level differentiation (which they didn’t have), as well as give flavorful credence to the fact that “they are the only ones crazy enough to drink their mutagens”. The Mutagenist’s body reacts to their own Infused essence, causing their Intelligence to affect more than just their minds. This also removes the awful requirement that they split their stats so much that they can’t POSSIBLY maximize anything. No other change is necessary.

Alchemical Savant is now a 3rd level feature that all Alchemists get automatically. This prevents other classes from gaining it as an Archetype feat (thus further cementing the Alchemist’s unique crafting role) and removes the need for the Alchemist to spend a Feat on something so situational.

Feats:

Lvl 1:
Alchemical Familiar= Unchanged
Quick Bomber= Unchanged
Revivifying Mutagen= Moved from level 2
Gifted Healer= Creatures who drink an Elixir of Life you crafted add your INT modifier to the amount of Hit Points recovered.

Lvl 2:
Poison Resistance= Unchanged
Far Lobber= Moved from lvl 1
Smoke Bomb= Unchanged
Combat Medic= You can create an Elixir of Life, Antidote or Antiplague with Quick Alchemy and administer it to yourself or a willing creature as part of a single action.

Lvl 4:
Calculated Splash= Unchanged
Efficient Alchemy= Unchanged
Enduring Alchemy= Unchanged
Mindblank Mutagen= Moved from 18th level and changed to “When you’re affected by a serene mutagen you created, you, your possessions and your auras are unaffected by detection, revelation and scrying effects equal to, or less than half your level.”

Lvl 6:
Combine Elixirs= Functionally unchanged *should note that this cannot combine 2 elixirs that both have the Polymorph trait*
Debilitating Bomb= Unchanged
Directional Bombs= Unchanged
Expanded Splash= Moved from level 10

Lvl 8:
Feral Mutagen= Unchanged
Powerful Alchemy= Changed to grant the DC adjustment to Alchemical items created with Advanced Alchemy, rather than Quick Alchemy.
Sticky Bomb= Unchanged
Merciful Elixir= Moved from lvl 10

Lvl 10:
Elastic Mutagen= Unchanged
Greater Debilitating Bomb= Unchanged
Extend Elixir= Moved from lvl 12

Lvl 12:
Invincible Mutagen= Unchanged
Uncanny Bombs= Unchanged
Greater Merciful Elixir= Moved from lvl 14

Lvl 14:
Glib Mutagen= Unchanged
True Debilitating Bomb= Unchanged
Eternal Elixir= Moved from lvl 16

Lvl 16:
Exploitive Bomb= Unchanged
Genius Mutagen= Unchanged
Permanent Mutation= You have successfully permanently altered your anatomy. Gain one of the following:
Wings= Fly Speed of 30 feet
Fins= Swim Speed of 30 Feet
Stinger= gain an unarmed tail attack with a 10 foot reach that deals 1d8 piercing damage and 1d8 persistent poison damage. DC 18.
Spines= gain retractable spines that deal 1d10 piercing damage to any creature that grappes you or hits you with an Unarmed Strike. Extend or Retract with 1 action.
Carapace= Gain +2 AC.
Echolocator ears= Gain precise hearing out to 60 feet.

Lvl 18:
Improbable Elixirs= Unchanged
Miracle Worker= Unchanged
Perfect Debilitation= Unchanged

Lvl 20:
Craft Philosopher’s Stone= Gotta figure out a cooler thing for the stone to do.
Mega Bomb= Unchanged
Perfect Mutagen= Unchanged


Samurai wrote:

For the Bombers, they now get the Powerful Alchemy feat for free at 1st level.

For Mutagenists, they get Medium Armor that scales along with their Light armor.
For Chirurgeons, I gave them the Battle Medicine feat for free at 1st level.

This feels like it's in the right direction...

Mutagenicist is the Alchemist's Ruffian so no reason to require bandaid for what should be it's de facto standard approach (Medium Armor).
Chirurgeon may consider General Feat for Medium Training, but that feels more optional as training wheel until filling out DEX for Expert Light.

If Bestial Mutagen's penalty to AC was changed to penalize DEX, it would still potentially penalize AC, but not if you normally exceed armor DEX cap, which seems better place for Mutagenicist in Medium Armor. It seems like Mutagenicist should also get CritSpec for melee Simple & Unarmed attacks, since every other combat class does in their schtick (although Save DC seems like it should be STR based in that case, despite INT Key Stat->Class DC currently).

I think the Chirurgeon should allow using INT instead of WIS for Medicine.

Overall, I like that different Research Fields have different stat focus, and melee/ranged builds prioritizing physical stats more than INT should be considered in balancing the class and research fields, so starting 16/14/16 (STR/DEX/CON) with 12 INT could work as melee Mutagenicist build for example.

Community / Forums / Pathfinder / Pathfinder Second Edition / Rules Discussion / Compiling a list of Alchemist Issues All Messageboards

Want to post a reply? Sign in.