Alchemist 2.1 suggestions.


Pathfinder Second Edition General Discussion

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shroudb wrote:
the real issue is that choker-arm only works if you forgo everything that's not healing, and that's bad.

Also, to bounce off that, this is wrong. A full support Chirurgeon works fine. If you consider this build:

Alchemical Familiar
Witch Dedication
Enhanced Familiar (Independent, Manual Dexterity, Valet, Extra Reagents)
First Lesson (Elemental Betrayal)

By level 6 you should be able to either grab or produce Collars of the Shifting Spider for you and your martials. So you go for Choker-Arm Mutagen when you give Energy Mutagens to your melee martials (the drawback of the Energy Mutagen is acceptable). With Elemental Betrayal, you increase martial damage by 25% roughly. You also have Electric Arc, not crazy but functional.

You can continue with Psychic Dedication and Psi Development for Amp Guidance and Glimpse Weakness (and 3 Focus Points which will soon be a thing).
Or you can choose Bard Dedication, Inspirational Performance and Lingering composition (but it takes longer to get online).

And obviously you have Poisons and Elixirs from your class. This is in my opinion one of the strongest mid-high level buffers in the game and also a capable healer.

The Choker-Arm Chirurgeon is very far from bad.


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SuperBidi wrote:
shroudb wrote:
the real issue is that choker-arm only works if you forgo everything that's not healing, and that's bad.

Also, to bounce off that, this is wrong. A full support Chirurgeon works fine. If you consider this build:

Alchemical Familiar
Witch Dedication
Enhanced Familiar (Independent, Manual Dexterity, Valet, Extra Reagents)
First Lesson (Elemental Betrayal)

By level 6 you should be able to either grab or produce Collars of the Shifting Spider for you and your martials. So you go for Choker-Arm Mutagen when you give Energy Mutagens to your melee martials (the drawback of the Energy Mutagen is acceptable). With Elemental Betrayal, you increase martial damage by 25% roughly. You also have Electric Arc, not crazy but functional.

You can continue with Psychic Dedication and Psi Development for Amp Guidance and Glimpse Weakness (and 3 Focus Points which will soon be a thing).
Or you can choose Bard Dedication, Inspirational Performance and Lingering composition (but it takes longer to get online).

And obviously you have Poisons and Elixirs from your class. This is in my opinion one of the strongest mid-high level buffers in the game and also a capable healer.

The Choker-Arm Chirurgeon is very far from bad.

why are you even picking up Alchemical familiar if you are going witch dedication? (ah yeah, because if you are not a bomber, the ONLY feat that level 1 aclehmist has is the familiar...)

But to piggyback on that, the build you posted only works for like 2 combats, given that you are a chirurgeon giving energy mutagens to your allies.

for just 2 fights with just 2 martials:
if you have even just 2 martials in your group, that's already 3/11 of your reagents lost to mutagens (2 choker arm and 4 energy mutagens). Given that you are putting this build up as a main healer, you should have enough elixirs of life for that, let's say minimum 12 or so, at the very minimum you are at 7/11 reagents already without any "poisons and elixirs from your class". A single poison on the first strike of said martials for those is another 2 reagents. You are now left with 2 reagents, or 4 items.

i also simply don't see 1d4+3 vs 1 specific target (and 1d4 vs the rest) in the whole fight being "25% increase damage". Like, not even close.

SuperBidi wrote:
shroudb wrote:
the action issue that we are discussing is the one that needs fixing, primarily with features that combine alchemical actions.
I fully agree with that. It's just that we shouldn't ignore the Choker-Arm Mutagen build in the process. Calibrating the Chirurgeon healing on a build that's not making much healing will end up with the full healer Chirurgeon being potentially too high in healing output.

I see absolutely no issue for a build that sacrifices so much of its offence to excel at healing.

Would you be mad if a Cleric with max Charisma that prepared every slot with Heal was amazing at healing? I wouldn't.


shroudb wrote:
why are you even picking up Alchemical familiar if you are going witch dedication?

Witch Dedication gives you a Familiar with one less Familiar Ability. Also, there are no other level 1 Alchemist feat useful for this build.

shroudb wrote:
But to piggyback on that, the build you posted only works for like 1-2 combats, given that you are a chirurgeon giving energy mutagens to your allies.

Let's say 2 martials (so 3 Mutagens and let's say 1 poison per fight as poisonable weapons are not that common) and 3 Elixirs for healing, it's 3 reagents per fight. At level 6 you last 4 fights, that should be enough to cover an average adventuring day (Alchemist is not a good class if you expect long adventuring days regularly). And you should quickly expand your number of reagents to have more room for Quick Alchemy and other Elixirs (it's a mid-high level build after all).

shroudb wrote:
i also simply don't see 1d4+3 vs 1 specific target (and 1d4 vs the rest) in the whole fight being "25% increase damage".

Level 6 d10 Fighter damage: 2d10+4 (30% extra damage)

Level 7 d10 Fighter damage: 2d10+7 (25% extra damage)
Level 8 d10 Fighter damage: 2d10+1d6+7 (20% extra damage)
Level 9 d10 Fighter damage: 2d10+1d6+7 (25% extra damage)
Level 10 d10 Fighter damage: 2d10+2d6+8 (21% extra damage)
Level 11 d10 Fighter damage: 2d10+2d6+8 (25% extra damage)
Level 12 d10 Fighter damage: 3d10+2d6+8 (20% extra damage)
Level 13 d10 Fighter damage: 3d10+2d6+9 (23% extra damage)
Level 15 d10 Fighter damage: 3d10+2d6+13 (20% extra damage)
Level 16 d10 Fighter damage: 3d10+3d6+13 (18% extra damage)
Level 17 d10 Fighter damage: 3d10+3d6+14 (31% extra damage)
Level 19 d10 Fighter damage: 4d10+3d6+14 (27% extra damage)
Level 20 d10 Fighter damage: 4d10+3d6+15 (27% extra damage)
Average bonus: 24% (but I've rounded down all my numbers so it's certainly closer to 25%, I've also considered only damage oriented runes so the bonus is certainly higher)

Also, extra damage against the last surviving enemy is not really interesting, what you want is to quickly get the first kills. And bosses are definitely a thing. So it's a pretty sizable chunk of damage.


SuperBidi wrote:
shroudb wrote:
why are you even picking up Alchemical familiar if you are going witch dedication?

Witch Dedication gives you a Familiar with one less Familiar Ability. Also, there are no other level 1 Alchemist feat useful for this build.

shroudb wrote:
But to piggyback on that, the build you posted only works for like 1-2 combats, given that you are a chirurgeon giving energy mutagens to your allies.

Let's say 2 martials (so 3 Mutagens and let's say 1 poison per fight as poisonable weapons are not that common) and 3 Elixirs for healing, it's 3 reagents per fight. At level 6 you last 4 fights, that should be enough to cover an average adventuring day (Alchemist is not a good class if you expect long adventuring days regularly). And you should quickly expand your number of reagents to have more room for Quick Alchemy and other Elixirs (it's a mid-high level build after all).

shroudb wrote:
i also simply don't see 1d4+3 vs 1 specific target (and 1d4 vs the rest) in the whole fight being "25% increase damage".

Level 6 d10 Fighter damage: 2d10+4 (30% extra damage)

Level 7 d10 Fighter damage: 2d10+7 (25% extra damage)
Level 8 d10 Fighter damage: 2d10+1d6+7 (20% extra damage)
Level 9 d10 Fighter damage: 2d10+1d6+7 (25% extra damage)
Level 10 d10 Fighter damage: 2d10+2d6+8 (21% extra damage)
Level 11 d10 Fighter damage: 2d10+2d6+8 (25% extra damage)
Level 12 d10 Fighter damage: 3d10+2d6+8 (20% extra damage)
Level 13 d10 Fighter damage: 3d10+2d6+9 (23% extra damage)
Level 15 d10 Fighter damage: 3d10+2d6+13 (20% extra damage)
Level 16 d10 Fighter damage: 3d10+3d6+13 (18% extra damage)
Level 17 d10 Fighter damage: 3d10+3d6+14 (31% extra damage)
Level 19 d10 Fighter damage: 4d10+3d6+14 (27% extra damage)
Level 20 d10 Fighter damage: 4d10+3d6+15 (27% extra damage)
Average bonus: 24% (but I've rounded down all my numbers so it's certainly closer to 25%, I've also considered only damage oriented runes so the bonus is certainly higher)

Also, extra damage against...

Basic Witchcraft:

Quote:
You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal.

As for the damage boost, now round it out to even just 3 enemies. That's 1d4 vs 2 enemies and 1d4+3 vs 1. So 3.5 damage. That litteraly halves your numbers (for the level 6 at least, haven't checked the rest).

And nice of you to cherrypick the one martial that doesn't have a damage boost. Using any sort of other melee, with just like 2-3 damage boost (so rogue, inventor, ranger, thaumaturge, barbarian, invenstigator, magus, and etc etc etc)

brings it even firther down.

So, as I was saying, much closer to like 8-10% damage.

nowhere close to 25%.


shroudb wrote:
Basic Witchcraft:

I missed this one, so you can take something else instead of Alchemical Familiar.

shroudb wrote:
As for the damage boost, now round it out to even just 3 enemies.

The damage against the first enemy is the most important as killing it will put the encounter from Severe to Moderate. The damage against the last enemy is rather secondary.

Also, boss fights are pretty significant ones. 25% extra damage against bosses is not negligible at all, even if it's the only case where you use Elemental Betrayal.

shroudb wrote:
And nice of you to cherrypick the one martial that doesn't have a damage boost. Using any sort of other melee, with just like 2-3 damage boost (so rogue, inventor, ranger, thaumaturge, barbarian, invenstigator, magus, and etc etc etc)

...

Please, do the math.
Level 20 d10 Fighter damage: 4d10+3d6+15 = 47.5 damage
Level 20 d6 Rogue damage (when Sneak Attacking): 4d6+5d6+3d6+6 = 48 damage
Level 20 Ranger: 4d6/4d8+3d6+13 = 37.5/41.5 damage
Level 20 Inventor: 4d12+3d6+12+0/3/6 = 48.5/51.5/54.5
Level 20 Investigator: 4d6+0d6/6d6+3d6+6 = 30.5/51.5
Only Barbarians and Maguses clearly outdamage the d10 Fighter build, most other classes are dealing similar or inferior damage.
And as I said, this Fighter is using only damaging runes (and gets them as early as possible) so it's clearly at the top of the damage per hit chart.

shroudb wrote:
So, as I was saying, much closer to like 8-10% damage.

:D

Good one.

The Exchange

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SuperBidi wrote:
shroudb wrote:
the real issue is that choker-arm only works if you forgo everything that's not healing, and that's bad.

Also, to bounce off that, this is wrong. A full support Chirurgeon works fine. If you consider this build:

Alchemical Familiar
Witch Dedication
Enhanced Familiar (Independent, Manual Dexterity, Valet, Extra Reagents)
First Lesson (Elemental Betrayal)

By level 6 you should be able to either grab or produce Collars of the Shifting Spider for you and your martials. So you go for Choker-Arm Mutagen when you give Energy Mutagens to your melee martials (the drawback of the Energy Mutagen is acceptable). With Elemental Betrayal, you increase martial damage by 25% roughly. You also have Electric Arc, not crazy but functional.

You can continue with Psychic Dedication and Psi Development for Amp Guidance and Glimpse Weakness (and 3 Focus Points which will soon be a thing).
Or you can choose Bard Dedication, Inspirational Performance and Lingering composition (but it takes longer to get online).

And obviously you have Poisons and Elixirs from your class. This is in my opinion one of the strongest mid-high level buffers in the game and also a capable healer.

The Choker-Arm Chirurgeon is very far from bad.

I think you’re running into an issue here where the “strongest mid-level healer” can just be replicated with a Witch with Alchemical Crafting and some downtime or with the Alchemist Dedication and still have full casting on top of that. That shouldn’t be the case for the class who’s whole niche operates around being the item guy. The items themselves are fine. The issue lies with what Alchemists are able to do with them uniquely.

Also a Chirurgeon shouldn’t need to go out of their class to be viable in combat flat-out. Hell, the Alchemist needs more familiar feats to support the homonculi meta.


Eoni wrote:
I think you’re running into an issue here where the “strongest mid-level healer” can just be replicated with a Witch with Alchemical Crafting and some downtime or with the Alchemist Dedication and still have full casting on top of that.

Given an infinite amount of money and downtime everyone can become a better Alchemist than the Alchemist.

Luckily, there are charts about how much money you're supposed to get at every level and if your Witch starts siphoning the party money because "I want to be an Alchemist!" I'm pretty sure they're gonna get kicked from the party quickly.

Eoni wrote:
Also a Chirurgeon shouldn’t need to go out of their class to be viable in combat flat-out.

The class design unfortunately encourages that. Look at all the crazy combos involving a specific Alchemical Item. There are so many Alchemical Items and they are far less thought out than spells ending up with a lot of mini combos all around. The Alchemist is a class for the one who loves shenanigans. Ignoring that when balancing the class just means that the shenanigans-based builds will just overshadow other builds and potentially push the ceiling (in that case, the ceiling in healing).

SuperBidi wrote:
shroudb wrote:
So, as I was saying, much closer to like 8-10% damage.

:D

Good one.

I answer to myself as you may feel my answer was not polite (because I expect you didn't get the joke).

If I follow your reasoning and consider that you get the bonus from Elemental Betrayal only a third of the time and take a very basic melee martial: A Greatsword Giant Barbarian, at level 20 to make things simple. The Barbarian does 4d12+3d6+18+7+6 damage = 67.5 damage. The Alchemist adds 2d6 damage 2 third of the time and 2d6+6 damage a third of the time for an average of 2d6+2 = 9 points of damage. 9 points of damage which is 13% of 67.5 damage.
So I was pointing out that in your efforts to disprove this build you didn't manage to get your math correct. The bonus is far superior to 8-10% even by following your own math.
Also, as we are speaking of remastered classes, we have to consider the rules modification on refocusing. As soon as Player Core 1 will be released, this build will consistently improve melee damage dealers damage output (and by roughly 25%, we may disagree on a couple of %s but not on dozens of %s).

The Exchange

SuperBidi wrote:
Eoni wrote:
I think you’re running into an issue here where the “strongest mid-level healer” can just be replicated with a Witch with Alchemical Crafting and some downtime or with the Alchemist Dedication and still have full casting on top of that.

Given an infinite amount of money and downtime everyone can become a better Alchemist than the Alchemist.

Luckily, there are charts about how much money you're supposed to get at every level and if your Witch starts siphoning the party money because "I want to be an Alchemist!" I'm pretty sure they're gonna get kicked from the party quickly.

This is why I mentioned the Alchemist Archetype. But even still, a caster who wanted to focus on crafting items won't be hurting for gold since they don't have runes to worry about.

SuperBidi wrote:
Eoni wrote:
Also a Chirurgeon shouldn’t need to go out of their class to be viable in combat flat-out.
The class design unfortunately encourages that. Look at all the crazy combos involving a specific Alchemical Item. There are so many Alchemical Items and they are far less thought out than spells ending up with a lot of mini combos all around. The Alchemist is a class for the one who loves shenanigans. Ignoring that when balancing the class just means that the shenanigans-based builds will just overshadow other builds and potentially push the ceiling (in that case, the ceiling in healing).

I'm not attacking you but it's starting to feel like you're getting trapped in Devil's Advocate spiral trying to defend the Chirurgeon instead of thinking up ways to make the class overall smoother. I'm advocating for the dissolution of subclasses and an overall overhaul because right now the only benefit of the Chirurgeon is being able to use crafting for Medicine checks. I don't know if that's enough to justify the imbalance of concepts within the class right now.

There are ways to be an effective Chirurgeon within the class but they're all Bomber feats and don't necessitate you being a Chirurgeon at all. It's why I think we need to scrap the idea of subclasses since they're just boxes constraining the concept.

Quick Bomber, Far Lobber, Healing Bomb, Perpetual Breadth, Sticky Bombs, and Uncanny Bombs lets you heal and damage at a safe distance. You'd just set aside a number of reagents as a healing font to use during battle. Take advantage of Quicksilver Mutagen with Numbing tonic to increase your hit bonus to contribute with bombs and a reload 0 weapon that you can also use Life Shot ammo for as a minor heal in combat. You're able to effectively damage and heal at a distance. I've built this exact build for Kingmaker and thrown in Talisman Dabbler to make free retrieval prisms to smooth out action economy at higher levels.

I agree about item shenanigans. That should be the entire point of the class otherwise you are just a walking shop. I want them to lean into that more. If it truly becomes an issues down the line then errata will handle it but I can't imagine anything an Alchemist can do right now that would be earth shattering.


Eoni wrote:
This is why I mentioned the Alchemist Archetype. But even still, a caster who wanted to focus on crafting items won't be hurting for gold since they don't have runes to worry about.

The Archetype is not competitive when it comes to healing. And even the combo with the Energy Mutagen will be significantly worse.

As for gold, producing dozens of at level Alchemical Items per day costs your entire money before you even get to the second day. That's not manageable unless the GM drowns the PCs in gold.

Eoni wrote:
I'm not attacking you but it's starting to feel like you're getting trapped in Devil's Advocate spiral trying to defend the Chirurgeon instead of thinking up ways to make the class overall smoother. I'm advocating for the dissolution of subclasses and an overall overhaul because right now the only benefit of the Chirurgeon is being able to use crafting for Medicine checks. I don't know if that's enough to justify the imbalance of concepts within the class right now.

I won't follow you in that direction because I think the remastered Alchemist can't be much different from current Alchemist. The issue is that all items are out there in tons of books. You can hardly review them without creating big issues. So the only thing you can work on is the class itself, and that limits a lot the refactoring.

I expect the class to be slightly altered when it comes to its efficiency and mechanics. What should significantly change is its clunkyness, at least I hope they'll get rid of ridiculous things like Alchemical Alacrity, that they will find a way for the Alchemist to perform ok during long adventuring days and these kind of things.
Anyway, I don't have expectations because I dislike to be disappointed.


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SuperBidi wrote:


Please, do the math.
Level 20 d10 Fighter damage: 4d10+3d6+15 = 47.5 damage
Level 20 d6 Rogue damage (when Sneak Attacking): 4d6+5d6+3d6+6 = 48 damage
Level 20 Ranger: 4d6/4d8+3d6+13 = 37.5/41.5 damage
Level 20 Inventor: 4d12+3d6+12+0/3/6 = 48.5/51.5/54.5
Level 20 Investigator: 4d6+0d6/6d6+3d6+6 = 30.5/51.5
Only Barbarians and Maguses clearly outdamage the d10 Fighter build, most other classes are dealing similar or inferior damage.
And as I said, this Fighter is using only damaging runes (and gets them as early as possible) so it's clearly at the top of the damage per hit chart.

I don't disagree with your statement that the fighter is not that much behind in damage (and sometimes ahead) even before adding 20-30% for +2 to hit. But those numbers for some of the other classes are a bit underdone. Example for the Inventor you are missing the overdrive increases amd the offensive boost. For an extra 3+1d6 and that is just class features before looking at feats.


Gortle wrote:
I don't disagree with your statement that the fighter is not that much behind in damage (and sometimes ahead) even before adding 20-30% for +2 to hit. But those numbers for some of the other classes are a bit underdone. Example for the Inventor you are missing the overdrive increases amd the offensive boost. For an extra 3+1d6 and that is just class features before looking at feats.

Yes, I realized after I could edit it that I made mistakes with the Inventor.

But overall, the 2 classes that will really outdamage the Fighter in per hit damage are the Barbarian and the Magus. The Inventor is also slightly ahead if you focus on a Str-based Inventor but the Dex-based Inventor is definitely a thing. The Rogue is if you consider a Thief/Ruffian who always have Sneak Attack (which is easy to get but not a given). For most other classes, it's really a per build discussion, with many classes focusing on lower damage (Monks, Champions, Rangers). And Swashbucklers and Investigators often make attacks without the Finisher/DaS damage bonus.

Anyway, I said 25% (and gave what I consider a basic martial build to prove it) but it's obvious the "actual number" is beyond my reach. It's just an approximation. It's still way closer to the reality than 8-10%. This build is uncommon but another example of what the Alchemist can do when you look for combos (in fact, this combo can complement any Alchemist build with a bit of extra feats, reagents and actions).


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Things I'd love to see in the reworked alchemist:

1) All math fixer, or math improver feats immediately removed. No sticky bomb, no calculated splash, no feral mutagen. Yeet all of that into the sun. It has no place in pf2.

2)Flatten out reagents, give more at early levels, and less at high levels. i.e change from int+level to 8+int. The actual amount can be moved up or down for balance reasons but the current system is just bad design.
A focus point style system for an extra quick alchemy reagent would be really cool.

3)Rethink alchemical items, bombs are pretty much just martial weapons with elemental damage, but alchemists have a limited supply. If the overall supply goes up this is fine, but if it stays low they need to be more impactful, Some bombs that hit against saves would be great. Also if mutagens need to be better than the alternatives of other classes (like inspiring courage) because of the drawback, if they can't be the drawbacks need to be reined in to be non-impactful. also healing elixirs really need to scale every 2 levels like heal spells.

4) Proficiencies, alchemist is MAD, doesn't get master level weapons. Either give them master level weapons or make their fails more impactful. I like the latter more personally. Stuff like bombs that hit against saves and still debuff on fails (like spells). I do not care about the damage numbers, its about quality of life and playability. "You do about as much damage, but with more variance so over 20-100 turns it'll even out" isn't a good argument. Just lower the damage and fix the hit rate, or lean into the bad hit rates and make their fails feel impactful. Missing ~10-15% more for ~10-15% extra damage doesn't feel good to play.

5) Additive feats are awesome. More of them, with less limitations, and easier to use.

6) Class feature to draw and use an alchemical item in a single action.

7) enduring alchemy, and class DC from level 1 on all alchemical items you use.

8) More fun feats, like mutagenic flashback (I know its a research field bonus at the moment) and mega bomb.

9) Take the safety off of feats like demolition charge (or remove it). If the player is spending 4 bombs and an entire minute setting it up just let it do big damage. The use case is so small.

10) Make 2 Alchemists. An improvement on the current alchemist with a martial bent, and one that follows in the pf1e alchemist's footsteps that combines magic and alchemy.


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SuperBidi wrote:
Gortle wrote:
I don't disagree with your statement that the fighter is not that much behind in damage (and sometimes ahead) even before adding 20-30% for +2 to hit. But those numbers for some of the other classes are a bit underdone. Example for the Inventor you are missing the overdrive increases amd the offensive boost. For an extra 3+1d6 and that is just class features before looking at feats.

Yes, I realized after I could edit it that I made mistakes with the Inventor.

But overall, the 2 classes that will really outdamage the Fighter in per hit damage are the Barbarian and the Magus. The Inventor is also slightly ahead if you focus on a Str-based Inventor but the Dex-based Inventor is definitely a thing. The Rogue is if you consider a Thief/Ruffian who always have Sneak Attack (which is easy to get but not a given). For most other classes, it's really a per build discussion, with many classes focusing on lower damage (Monks, Champions, Rangers). And Swashbucklers and Investigators often make attacks without the Finisher/DaS damage bonus.

Anyway, I said 25% (and gave what I consider a basic martial build to prove it) but it's obvious the "actual number" is beyond my reach. It's just an approximation. It's still way closer to the reality than 8-10%. This build is uncommon but another example of what the Alchemist can do when you look for combos (in fact, this combo can complement any Alchemist build with a bit of extra feats, reagents and actions).

So... if we add thaumaturge and most of the investigator and rogues and inventors and swashbucklers that's 6 classes already.

And then we get to the main point:

that you deliberately ignore 2/3rds of an encounter (one aldready skewered in your favor since 3 targets aren't really "a lot")for this magical 25%.

there's no such thing as "after 1 enemy is down everything else just folds down". That's just bad math to boost your numbers. If that was the case, a single target spell doi8ng as much damage as an aoe would be considered a good spell, after all: "after the 1st is down, everything else is just easy!", right?

So yeah, maybe not 8-10% but maybe 15%, but nowhere near 25%.

And as i pointed out, this build runs out of reagents after 2 combats at the level you start talking about it.


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I've addressed all of your points one by one and you ignore my arguments. So let's say this conversation is pointless, your mind is made up and there's no amount of evidence that will convince you otherwise.


Changes to perpetual infusions:

5th level: choose two 1st lvl items of your field.

7th level: choose two 3rd level items of your field.

15th level: choose two 11th level items of your field.

20th level: all 1st and 3rd level items of your field that are in your formula book.

[20th level feat: all 11th level items of your field that are in your book]


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Class feat or feature:

If you have zero reagents, you can spend 10 minutes and gain 1 (one) reagent. This cannot be done during daily preparations.

Liberty's Edge

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Dragonhearthx wrote:

Class feat or feature:

If you have zero reagents, you can spend 10 minutes and gain 1 (one) reagent. This cannot be done during daily preparations.

Better yet, instead of trying to replicate the Focus system in some ways why don't they simply just create a Feat that provides a Focus Spell that provides them with an additional Reagent as a 1-Action Focus Spell? Sure, it can be reused after a Refocus activity but... I don't see why that would/should be a problem, longevity and running out of useful things to do is something they GREATLY suffer from and isn't an issue for basically any other Class.


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Have we talked about just giving them a martial chassis? I think that'd solve their issue with filling out their niche in combat fairly well.


25speedforseaweedleshy wrote:
Dragonhearthx wrote:

Changes to perpetual infusions:

5th level: choose two 1st lvl items of your field.

7th level: choose two 3rd level items of your field.

15th level: choose two 11th level items of your field.

20th level: all 1st and 3rd level items of your field that are in your formula book.

[20th level feat: all 11th level items of your field that are in your book]

level 20 alchemist double throw two level 11 bomb still barely have better damage than level 10 cantrip

better additional effect on hit maybe but with the awful attack of alchemist it couldn't compete with any caster spam cheap level 7 scroll

cantrip alchemy item may not be the way to save alchemist

5 to 10 focus reagent per fight can only be used on quick alchemy maybe

The damage is lesser because of the additives and debuffs bombs can do. And this feature is not just for bombs exclusively, but all alchemical items.


Themetricsystem wrote:
Dragonhearthx wrote:

Class feat or feature:

If you have zero reagents, you can spend 10 minutes and gain 1 (one) reagent. This cannot be done during daily preparations.

Better yet, instead of trying to replicate the Focus system in some ways why don't they simply just create a Feat that provides a Focus Spell that provides them with an additional Reagent as a 1-Action Focus Spell? Sure, it can be reused after a Refocus activity but... I don't see why that would/should be a problem, longevity and running out of useful things to do is something they GREATLY suffer from and isn't an issue for basically any other Class.

Because I specifically wanted to avoid the focus point system. It's main purpose is to have one quick alchemy action per combat.

This is in junction with the perpetual idea.


aobst128 wrote:
Have we talked about just giving them a martial chassis? I think that'd solve their issue with filling out their niche in combat fairly well.

Simple solution if the Alchemist was a martial. But that would not help the Chirurgeon and there are also support oriented Toxicologists and Mutagenists builds that would be sad.

Even if I agree that getting Master (at level 15 certainly) would be logical, getting a martial chassis would repurpose the Alchemist as a martial, something that is not entirely in line with the class currently.


25speedforseaweedleshy wrote:

debilitating bomb look nice but have the same problem poisoner alchemist face

a hit and a fail fort save but also require a feat line of 3 feat

I am not talking just the additives like debilitating bomb. Bombs themselves give debuffs. Like frightened, stupefied, difficult terrain, flat footed, and more. Bombs are more than just damage, even then it's s huge variety of damage types to exploit weaknesses. Furthermore the debuffs bombs innately have do not have saves, for the most part. (I'm sure there's one or two out there that do have a save) You just have to hit or critical hit the target.

25speedforseaweedleshy wrote:

low level item have very little damage value and infinite number of them still doesn't worth the action cost to use them

there are exception but cheep low level buff scroll for caster are much better than debuff low level alchemist item

I am not following you? Giving an enemy a debuff is just as good as a low level scroll. And since you cannot stack the same buff but you can stack a debuff and a buff. If you have +1 status to attack and hit a flat footed enemy, you effectively have +3 to attack.

A frightened enemy basically means you have a +1 to AC.


Dragonhearthx wrote:

Changes to perpetual infusions:

5th level: choose two 1st lvl items of your field.

If they *do* lower the level that you get the original Perpetual Infusions, I'm hoping they move it to 3rd, personally.
Dragonhearthx wrote:
7th level: choose two 3rd level items of your field.
I'm not sure; that might be a little too strong. Having Moderate Bombs available when you pick up Sticky Bomb at 8th (if they keep it there, I dunno) would be really solid. Under the right circumstances you could outdamage a Magus, at least for a level or two. :)
Dragonhearthx wrote:
15th level: choose two 11th level items of your field.
This is ok.
Dragonhearthx wrote:
20th level: all 1st and 3rd level items of your field that are in your formula book.
This is basically worthless. I can think of maybe three L1-3 formulae I'd want to keep using at high levels, and only one of them would I want to be able to make it any time I wanted to (Lesser Skunk Bomb.) The other two are Silversheen and Cat's Eye Elixirs, and I can't see any circumstances where I'd want infinite of either one.
Dragonhearthx wrote:
[20th level feat: all 11th level items of your field that are in your book]
This is an interesting idea for a capstone. It would be solid, I think. Very solid. Might merge the Research Fields a bit too much... I mean, a Bomber could make infinite Greater Soothing Tonics for example, heal 50 HP in a minute, every ten minutes. Or gain any Lore with infinite Greater Cognitive Mutagens.
Dragonhearthx wrote:
Furthermore the debuffs bombs innately have do not have saves, for the most part. (I'm sure there's one or two out there that do have a save) You just have to hit or critical hit the target.

You're correct by the way. The only Bombs out there with a Save for their innate Debuffs are the Skunk Bomb and the Blindpepper Bomb.


The reason why level 7 for 3rd was for simple maths. 1+4=5, 3+4=7, 11+4=15.


Dragonhearthx wrote:
The reason why level 7 for 3rd was for simple maths. 1+4=5, 3+4=7, 11+4=15.

yeah you'd want to use the item level progression though, no arbitrary levels for that.

so you have level 1, level 3, level 11, and level 17 as tiers of the items.

so if you give at level 7 the level 3 items, you are giving them items of the same tier as they make normally for 4 levels, which is what unbalances it.

imo, they should keep it simple, and as it is for t2 (level 3, you gain access at level 11) and t3 (level 11 you gain access at level 17) items (which you gain access immediately as you gain the next tier normally) just reduce the initial level of perpetuals to level 3.

so perpetual will always be 1 tier bellow your normal items without that really akward early levels of 3-7 that for some reasons you don't have them at all.


shroudb wrote:
Dragonhearthx wrote:
The reason why level 7 for 3rd was for simple maths. 1+4=5, 3+4=7, 11+4=15.

yeah you'd want to use the item level progression though, no arbitrary levels for that.

so you have level 1, level 3, level 11, and level 17 as tiers of the items.

so if you give at level 7 the level 3 items, you are giving them items of the same tier as they make normally for 4 levels, which is what unbalances it.

imo, they should keep it simple, and as it is for t2 (level 3, you gain access at level 11) and t3 (level 11 you gain access at level 17) items (which you gain access immediately as you gain the next tier normally) just reduce the initial level of perpetuals to level 3.

so perpetual will always be 1 tier bellow your normal items without that really akward early levels of 3-7 that for some reasons you don't have them at all.

That is the way it is now. And it sucks. Keep in mind, a +1 striking weapon is a level 4 item rune. You are basically telling alchemist that they have to wait until level 11 to have a level 4 rune. And we are not even touching cantrip scaling in this.


Dragonhearthx wrote:
shroudb wrote:
Dragonhearthx wrote:
The reason why level 7 for 3rd was for simple maths. 1+4=5, 3+4=7, 11+4=15.

yeah you'd want to use the item level progression though, no arbitrary levels for that.

so you have level 1, level 3, level 11, and level 17 as tiers of the items.

so if you give at level 7 the level 3 items, you are giving them items of the same tier as they make normally for 4 levels, which is what unbalances it.

imo, they should keep it simple, and as it is for t2 (level 3, you gain access at level 11) and t3 (level 11 you gain access at level 17) items (which you gain access immediately as you gain the next tier normally) just reduce the initial level of perpetuals to level 3.

so perpetual will always be 1 tier bellow your normal items without that really akward early levels of 3-7 that for some reasons you don't have them at all.

That is the way it is now. And it sucks. Keep in mind, a +1 striking weapon is a level 4 item rune. You are basically telling alchemist that they have to wait until level 11 to have a level 4 rune. And we are not even touching cantrip scaling in this.

no, you got it wrong:

level 1 items are +1.

level 3 items are +2.

the way it works now, for level 3 items, you get them at level 11, you get those, at the same level everyone else is getting a single one, infinite times.

level 11 items are +3, which for the rest of the world is level 16.
we get them for free at level 17.

so basically, tier 2 (+2) items, and tier 3 items (+3) items work correctly.

it is only tier 1 items (+1) that we get them at level 7 instead of level 3 that are off.


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Pathfinder Rulebook Subscriber
SuperBidi wrote:
aobst128 wrote:
Have we talked about just giving them a martial chassis? I think that'd solve their issue with filling out their niche in combat fairly well.

Simple solution if the Alchemist was a martial. But that would not help the Chirurgeon and there are also support oriented Toxicologists and Mutagenists builds that would be sad.

Even if I agree that getting Master (at level 15 certainly) would be logical, getting a martial chassis would repurpose the Alchemist as a martial, something that is not entirely in line with the class currently.

Don't really agree. Every alchemist needs something to do in combat, and a large part of their kit is predicated on being able to make strikes. Such a change would help everyone, even if it isn't the thing you necessarily focus on. A couple builds that already perform decently might need some adjustments if Alchemists got a better chassis, but many underperforming ones would benefit greatly.


shroudb wrote:


no, you got it wrong:

level 1 items are +1.

level 3 items are +2.

the way it works now, for level 3 items, you get them at level 11, you get those, at the same level everyone else is getting a single one, infinite times.

level 11 items are +3, which for the rest of the world is level 16.
we get them for free at level 17.

so basically, tier 2 (+2) items, and tier 3 items (+3) items work correctly.

it is only tier 1 items (+1) that we get them at level 7 instead of level 3 that are off.

https://2e.aonprd.com/Equipment.aspx?ID=686

(Link failed)

Lesser bombs are item level 1 and don't get a boost. Just a single damage die.
Moderate bombs a item level 3, Which are +1 striking. Greater bombs are item level 11 and +2. Major bombs are item level 17 and +3.


So, what you're not taking into account is Sticky Bomb. When I hit 8th level with my Bomber, and took that Feat, my Lesser Acid Flask went from 1+4 Splash + 1d6 Persistent to 1+4 Splash + (1d6+4) Persistent. So, 12 points of damage on average. (I round down whenever the number of dice are uneven.)

A Moderate Acid Flash does 1 + 4 Splash + 2d6 Persistent... also, 12 pts on average.

So, if I got Perpetual Moderate Acid Flasks at 7th, as you're proposing, at 8th I would then be doing 1 + 4 Splash + (2d6+4) Persistent. so, 16 pts Average.

Now, you may say, this is not even close to what a Precision Edge Crossbow Ace Ranger can pull off. They average 21 points per hit.

However, Persistent Damage has a way of sneaking up on you. 70% failure rates to get rid of it will do that.

So, say I hit the guy with my Moderate Sticky Acid Flask. 16 pts compared to the Ranger's 21. However, if the GM fails the flat check (and odds are, they will) I get to switch over to a different Bomb while the Acid does its work. So, say I switch over to a Moderate Sticky Alchemist's Fire. That one does 2d8 + 4 Splash + 6 Persistent. If I hit with that one, I'm doing on average 19 pts of damage, while my Acid gives me another 2d6+4 Persistent for free... so that round, I'm doing 30 pts on average, compared to the Crossbow Ace's 21.

And it can keep going...

Keep in mind that at 8th level, my Bomber has better accuracy than anything other than a Fighter or a Gunslinger. Which is why I'm not going through all the math in this conversation.


Dragonhearthx wrote:
shroudb wrote:


no, you got it wrong:

level 1 items are +1.

level 3 items are +2.

the way it works now, for level 3 items, you get them at level 11, you get those, at the same level everyone else is getting a single one, infinite times.

level 11 items are +3, which for the rest of the world is level 16.
we get them for free at level 17.

so basically, tier 2 (+2) items, and tier 3 items (+3) items work correctly.

it is only tier 1 items (+1) that we get them at level 7 instead of level 3 that are off.

https://2e.aonprd.com/Equipment.aspx?ID=686

(Link failed)

Lesser bombs are item level 1 and don't get a boost. Just a single damage die.
Moderate bombs a item level 3, Which are +1 striking. Greater bombs are item level 11 and +2. Major bombs are item level 17 and +3.

all the +1 item bonus items are the levels i linked.

bombs are different indeed, but bombs are a different can of worms.

having played a bomber to high levels, the perpetuals felt fine tbh, since you get to add for free the additives, it's all the other specs that the perpetuals are behind.


shroudb wrote:


all the +1 item bonus items are the levels i linked.

bombs are different indeed, but bombs are a different can of worms.

having played a bomber to high levels, the perpetuals felt fine tbh, since you get to add for free the additives, it's all the other specs that the perpetuals are behind.

Level 3 is not +2 though. It's +1. And we've been talking about alchemical items like bombs this whole time.


ottdmk wrote:

Keep in mind that at 8th level, my Bomber has better accuracy than anything other than a Fighter or a Gunslinger. Which is why I'm not going through all the math in this conversation.

How did your bomber have a higher attack? If anything thier attack might be equal. A +3 dex (18 or 19) is the best you are going to get for any character. So at base the accuracy would be the same. This is not accounting for any weapon runes or abilities.

Besides gunslingers only get master proffecency in guns and crossbows. Rangers can give themselves a +2 circumstance to range weapons, so they would be on par with fighters.

Also do keep in mind, alchemist get expert in weapons at 7th level while everyone else was level 5.so that had to wait 2 full levels to get the same accuracy. And it stops at expert. So as levels go on thier accuracy falls off.

Verdant Wheel

The more I think about it the more I am convinced that Alchemist is a full martial character, centered around the Strike action, be that with bombs or poisons, under the influence of a mutagen, or “between patients”.

Maybe the Chirurgeon could get the ability to use Battle Medicine without needing a free hand so long as they are wearing their medicine kit?


rainzax wrote:

The more I think about it the more I am convinced that Alchemist is a full martial character, centered around the Strike action, be that with bombs or poisons, under the influence of a mutagen, or “between patients”.

Maybe the Chirurgeon could get the ability to use Battle Medicine without needing a free hand so long as they are wearing their medicine kit?

Chirurgeon should get something from the knife group. But yes, battle medicine is a good one.at least get it for free.


Dragonhearthx wrote:
shroudb wrote:


all the +1 item bonus items are the levels i linked.

bombs are different indeed, but bombs are a different can of worms.

having played a bomber to high levels, the perpetuals felt fine tbh, since you get to add for free the additives, it's all the other specs that the perpetuals are behind.

Level 3 is not +2 though. It's +1. And we've been talking about alchemical items like bombs this whole time.

Level 3 is +2 for every nonbomb alchemical like mutagens and such.

(it's also the answer to your question above about how bomber at 8 has better attack than most nonfighters, quicksilver is basically potency +2 rune on all your bombs).

Perpetual bombs are amongst the least problematic out of all perpetuals.


shroudb wrote:
Dragonhearthx wrote:
shroudb wrote:


all the +1 item bonus items are the levels i linked.

bombs are different indeed, but bombs are a different can of worms.

having played a bomber to high levels, the perpetuals felt fine tbh, since you get to add for free the additives, it's all the other specs that the perpetuals are behind.

Level 3 is not +2 though. It's +1. And we've been talking about alchemical items like bombs this whole time.

Level 3 is +2 for every nonbomb alchemical like mutagens and such.

(it's also the answer to your question above about how bomber at 8 has better attack than most nonfighters, quicksilver is basically potency +2 rune on all your bombs).

Perpetual bombs are amongst the least problematic out of all perpetuals.

Quick silver is not exclusive to you. So other classes can get that bonus too.


Dragonhearthx wrote:
shroudb wrote:
Dragonhearthx wrote:
shroudb wrote:


all the +1 item bonus items are the levels i linked.

bombs are different indeed, but bombs are a different can of worms.

having played a bomber to high levels, the perpetuals felt fine tbh, since you get to add for free the additives, it's all the other specs that the perpetuals are behind.

Level 3 is not +2 though. It's +1. And we've been talking about alchemical items like bombs this whole time.

Level 3 is +2 for every nonbomb alchemical like mutagens and such.

(it's also the answer to your question above about how bomber at 8 has better attack than most nonfighters, quicksilver is basically potency +2 rune on all your bombs).

Perpetual bombs are amongst the least problematic out of all perpetuals.

Quick silver is not exclusive to you. So other classes can get that bonus too.

it is exlusive for the alchemist class to make them on level.

too expensive otherwise to buy them on level.

otherwise it's the same reasoning as saying that everyone is a spellcaster because they can trick magic item a scroll.


Pathfinder Rulebook Subscriber
rainzax wrote:

The more I think about it the more I am convinced that Alchemist is a full martial character, centered around the Strike action, be that with bombs or poisons, under the influence of a mutagen, or “between patients”.

Maybe the Chirurgeon could get the ability to use Battle Medicine without needing a free hand so long as they are wearing their medicine kit?

Is that a common problem for Chirurgeon? In my experience they regularly have free hands because they are either throwing their bombs or drinking their elixirs.


Battle Medicine is not a Chirurgeon ability.

And it's mostly useless if you have a pure Chirurgeon healer. The only reasons to take it is to save on reagents at low level or to grab Doctor's Visitation as there's no Chirurgeon's Visitation.
But I expect Player Core 2 to address the reagent issue and to give a way to save on action economy for the Chirurgeon. That would make Battle Medicine completely useless for it.

I really dislike the comparison of the Alchemist with a martial. First, because it's definitely not a martial as is, it's a hybrid martial/support. Also because there are tons of martials in the game so we don't need one more. I'd prefer the Alchemist changes to keep the support oriented Alchemist builds on par with the more martial ones instead of rewriting the Alchemist as a pure martial.


SuperBidi wrote:
I really dislike the comparison of the Alchemist with a martial. First, because it's definitely not a martial as is, it's a hybrid martial/support. Also because there are tons of martials in the game so we don't need one more. I'd prefer the Alchemist changes to keep the support oriented Alchemist builds on par with the more martial ones instead of rewriting the Alchemist as a pure martial.

I agree. The Alchemist should not be made into a martial.


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i disagree.

the bard is a caster support character.

i see no issue why you cant have a martial support character.

if a class is to be amade into "pure support" and falls behind on both the caster and martial scale, then his support MUST outweight all the caster/martial support classes for balance reasons.

that will create a class that will be bar none the best in support, which in turn will unbalance the game since now if that class in in a group the support he can offer will be ahead of what any other class can bring.

---

That doesn't mean ofc that you have to absolutely follow all the other martials. Being 2 levels behind (so getting master at 15) is fine, not even reaching the same spot ever though, is a big downgrade with no actual upside attached to it.


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Also, I've made a simple comparison:
16+ Str Martial character making a Double Slice with 2 Dogslicers with Weapon Siphons and under Energy Mutagen + Titanic Fury Cocktail at level 13 VS Greatsword Fighter making 2 attacks = Graphs. So they are very close and it doesn't take into account that the Alchemist can poison their weapons. And of course I've considered a 16 starting Strength where a full martial chassis would give it an 18 starting Strength.

So giving the Alchemist a martial chassis would put it among the top martial damage dealers. Sure it has low defenses but all the support and utility the class brings should easily compensate for that. In my opinion, it's more than a big change, it's a complete class revision. And I feel it may be an overcompensation.

Currently, the Alchemist is quite fine in terms of power level. Its main issue is its clunkyness. Giving it more reagents at low level, reviewing the problematic feats and giving more (or better) class support to specific Research Fields should be enough for the class to be fine.

shroudb wrote:
That doesn't mean ofc that you have to absolutely follow all the other martials. Being 2 levels behind (so getting master at 15) is fine, not even reaching the same spot ever though, is a big downgrade with no actual upside attached to it.

Some posters suggested that the Alchemist should have a martial chassis, which is in my opinion too much of a change. But having Master proficiency at level 15 is fine and something it should have.


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Pathfinder Rulebook Subscriber
SuperBidi wrote:


Some posters suggested that the Alchemist should have a martial chassis, which is in my opinion too much of a change. But having Master proficiency at level 15 is fine and something it should have.

I don't get that. Master at 15 would mean that the Alchemist would have martial progression, except for levels 5-6 and 13-14.

What's so special about those four particular levels that make that fine, but normal martial progression unacceptable?


SuperBidi wrote:

Also, I've made a simple comparison:

16+ Str Martial character making a Double Slice with 2 Dogslicers with Weapon Siphons and under Energy Mutagen + Titanic Fury Cocktail at level 13 VS Greatsword Fighter making 2 attacks = Graphs. So they are very close and it doesn't take into account that the Alchemist can poison their weapons. And of course I've considered a 16 starting Strength where a full martial chassis would give it an 18 starting Strength.

I am confused about the graph you posted. It's talking about champions and fighters. Secondly, which energy mutagen are you using? Furthermore, the 16 str fighter is taking so many debuffs. Clumsy 1, increase map penalty, and don't forget more action economy.

It's an action to activate weapon siphon. It's an action to make and drink the double brew,or two action if not. By the time he got everything set up the Greatsword has already out dps him.


Squiggit wrote:

I don't get that. Master at 15 would mean that the Alchemist would have martial progression, except for levels 5-6 and 13-14.

What's so special about those four particular levels that make that fine, but normal martial progression unacceptable?

Martial progression means proficiency and Weapon Specialization. So compared to having Master at level 15 you have a bonus in each and every level from 5 to 20. Sure, Weapon specialization is not as strong as an extra proficiency but it's still a sizable difference.

Also, Master at 15 is 6 levels with extra proficiency when martial chassis is 10 levels with extra proficiency. The impact is 2/3rd higher.
What I show is that martial chassis is too strong, but I think Master at 15 is ok.

Dragonhearthx wrote:
It's an action to activate weapon siphon. It's an action to make and drink the double brew,or two action if not. By the time he got everything set up the Greatsword has already out dps him.

No, no and no. All of these are either free actions or no actions. The only thing is to periodically drink one-hour Mutagens at level 13+, which shouldn't be much of an issue.

Dragonhearthx wrote:
Clumsy 1, increase map penalty

I've spoken about survivability and you don't really make high MAP attacks with this build.

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