what alchemist class tweaks & alchemist items tools ect are you hoping for in treasure vault?


Pathfinder Second Edition General Discussion

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Perpdepog wrote:
AnimatedPaper wrote:

Stuff I've homebrewed that I'd love to see in game:

-More alchemy bullets. I'd love to see an entire research field actually, but more bullets would be a great start.
-Level 0 alchemy items. Like bullets, I imagine level 0 bombs, elixirs, and other items could be created using infused reagents without expending those reagents.

How do the level 0 options work in your games? I'm imagining a bomb that deals 1 damage, or perhaps just the splash, but is still useful for procking weaknesses and such.

Pretty much.

Bombs deliver 3 effects: initial damage, splash damage, status (sub grouping between debuffs and persistent damage).

So my homebrew stuff just does one effect with 0 in the other two. Feats and other options that add to those add normally, but the base value is zero. I have the sense that’s overpowered, which is why I haven’t written them up properly. I’m sure Paizo could do better.


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Pathfinder Lost Omens, Rulebook Subscriber

my "alchemist fix" has a few moving parts, while we are sharing things we would like to see.

1) Organized alchemy, at level 1 an alchemist can draw any alchemical item as part of an action to activate, strike with or toss it (see below)

2)Alchemical alacrity (complete rework)
When you use quick alchemy, you may do so as a free action instead of an action, once you do, you may not use alchemical alacrity again for 10 minutes.

3+4) General action
Toss (>)
Requirement: you are holding an item of bulk 1 or less in your hands
effect: you toss an object you to a distant square where it lands on the ground unattended, Objects of L bulk or less can be tossed to any square up to 20 feet away. Objects with a bulk of 1 can be tossed to any space within 15 feet. (far lobber improves these ranges)

Catch (R)
Trigger: An item is tossed through or to the square you currently occupy and you have an open hand.
Effect: You catch the tossed item, and are immediately holding or wielding it in your hand.

do i think this is likely? no but it has made alchemist a million times more dynamic in my games.


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HumbleGamer wrote:
100 new items would be too much work for a class which is not played

Well, we may disagree on it being played or not, but one thing is sure: If the class was more well rounded it would certainly be played more.


For me? I want a bomber, who has access to perpetual bombs of some sort from level 1, and who can put most of their focus on throwing bombs at the enemy without feeling like they're horribly weak or crippling themselves.

I think it would be cool if the people who wanted to play mutagen-powered combat monsters could do that thing, but that's not as interesting to me personally.


SuperBidi wrote:
HumbleGamer wrote:
100 new items would be too much work for a class which is not played
Well, we may disagree on it being played or not, but one thing is sure: If the class was more well rounded it would certainly be played more.

Indeed.

I even happened to witness a considerable amount of frustration because of missing attacks, resulting in a generous amount of players picking classes like Fighter or Gunslinger over classes with master proficiency, those with master proficiency but no STR/DEX as class stat and, obviously, hybrids like the warpriest, the alchemist or the battle oracle.

I am quite sure there won't be fixes for the alchemist ( only because I expect them in an errata, available to anybody, rather than a new book ), but who knows.

There are plenty of possibilities to solve the issues the class has, but I admit a part of me has accepted that if core stuff is not fixed or addressed after the first months from the release, the developers either simply don't care much about it or consider it as intended/not an issue ( this includes the alchemist, but there's plenty of stuff still unclear ).


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HumbleGamer wrote:
I am quite sure there won't be fixes for the alchemist ( only because I expect them in an errata, available to anybody, rather than a new book ), but who knows.

"Print it in a book" is how Paizo does errata. If it's not printed in a book somewhere, it isn't part of the rules. Then once they've done that it goes into all of the free online resources and then it is available to anybody.

I'm not saying that errata is necessarily going to happen... but if it doesn't happen, that won't be the reason why not.


Sanityfaerie wrote:
HumbleGamer wrote:
I am quite sure there won't be fixes for the alchemist ( only because I expect them in an errata, available to anybody, rather than a new book ), but who knows.
"Print it in a book" is how Paizo does errata. If it's not printed in a book somewhere, it isn't part of the rules.

Actually, we do have plenty of questions addressed through through youtube videos ( not sure about reddit or posts, but I assume they do exist too ).

Whether a group would like to consider what a developer said, regardless the fact it's not in a book, it's up to them.

Anyway, I see now I wrote it not properly.
I meant to say that I expect fixes/changes for the alchemist in a CRB, and not in an extra book.


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Pathfinder Rulebook Subscriber

Temperans has kind of a good point about item count. 100+ items is cool, but is Bestial Mutagen one item or four?

... Anyways, some stuff I'd like to see:

-High level poisons

-More interesting alchemical tools

-(Unlikely imo) feats for both investigators and alchemists that improve certain alchemical options. Feral Mutagen is a fairly decent buff to bestial mutagen's power, but it's also pretty much the only feat like it and that's a shame.

-Mutagens for weapon users. War Blood and Energy both exist, but they're AP options (so questionable availability). War Blood is also kind of annoying because it breaks concentrate (which makes it useless for investigators, thanks??) and energy is really bad compared to bestial.


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While I think a specialised archetype for Alchemist will come eventually, I don't think Treasure Vault will be the place (as much as I would love it to be).

I think the biggest issue to solve with alchemical items are poisons. The injury proggresion needs to be smoother. Besides that, I think elixirs, bombs and mutagens are OK as they are, they will just benefit from having more options.

For specialised Alchemist archetypes, I would love to see it changing the proficiencies to full martial proficiencies and adding new feats depending on the specialisation (also lowering the level in which you can access already existing alchemist feats). Besides that, I think allowing them to craft their non-specialised alchemical items could be still doable as long as they can only do it on daily preparations and at an increased reagent cost.


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They're likely to make changes to perpetual items right? I wonder what it'll be. I hope chirurgeon becomes the general use elixir specialist rather than just healing items and antidotes. Maybe some clarification on how perpetual poisons work. Any other thoughts?


aobst128 wrote:
They're likely to make changes to perpetual items right? I wonder what it'll be. I hope chirurgeon becomes the general use elixir specialist rather than just healing items and antidotes. Maybe some clarification on how perpetual poisons work. Any other thoughts?

As for the chirurgeon, I'd really like healing bomb to be a passive perk, allowing the alchemist to throw healing elixirs at their friends at will ( making them bombs in order to benefit from the quick bomber feat).

Maybe there will be also changes to quick alchemy ( and double/triple brew perks).

I'd also would like clarification/explanation about feats like valet ( no manual dexterity required?) And lab assistant ( what's this?).

And even some examples in terms of independent familiar... I mean, it's not pretty related to a vault book, but I think a familiar is somehow core to an alchemist, and who knows, maybe it could turn out being more useful for them.


HumbleGamer wrote:
aobst128 wrote:
They're likely to make changes to perpetual items right? I wonder what it'll be. I hope chirurgeon becomes the general use elixir specialist rather than just healing items and antidotes. Maybe some clarification on how perpetual poisons work. Any other thoughts?

As for the chirurgeon, I'd really like healing bomb to be a passive perk, allowing the alchemist to throw healing elixirs at their friends at will ( making them bombs in order to benefit from the quick bomber feat).

Maybe there will be also changes to quick alchemy ( and double/triple brew perks).

I'd also would like clarification/explanation about feats like valet ( no manual dexterity required?) And lab assistant ( what's this?).

And even some examples in terms of independent familiar... I mean, it's not pretty related to a vault book, but I think a familiar is somehow core to an alchemist, and who knows, maybe it could turn out being more useful for them.

That'd be nice for chirurgeon. Out of all the research field abilities, chirurgeon has the lamest at level 1. Mutagenist could use a boost too. I like flashback but it's just once a day and only really helps with action economy. An idea I had for mutagenist would be to change your key ability to either strength, dex, or con, corresponding to the 3 core combat oriented mutagens. Makes sense with the body morphing subclass.

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