Alchemical Pragmatist: An easy-play class archetype for the remastered Alchemist


Homebrew and House Rules


After one more polish pass, I finished up the Alchemical Pragmatist class archetype. It's now in the "content finished, but get as many eyes as possible" beta phase, so I've thrown it into a google doc open for comments.

Doc link here

The Alchemical Pragmatist is designed to be the smoothest play 3rd party way to help/fix the PC2 Alchemist, and is taken as an Alch-only Archetype.
This does mean it makes no change to the Alchemist chassis (so RF vial usage still sucks, same weapon progression, etc), but has the benefit of only requiring one to know / read each chosen feat to play w/ it. This archetype is all feats.

If yall have any comments, feel free to add them. Soon-ish I'll be making the fancy formatted version of this, and later commissioning a Pathbuilder + Foundry module. So be sure to add your thoughts before that finishes!
Comments also include mention of anything you think is missing that would really help the class out.

I might as well post the table-view abbreviated list of the new feats as a teaser to entice link-clicking and feedback. (other existing feats like Enhanced Familiar are added and accessible via Additional Feats!)

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Pragmatist Dedication
Distinguish yourself as an Alchemical Pragmatist and select your initial deviation.
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Preemptive Consumables 1
Trade Versatile Vial replenishment for creating consumables that can persist without loosing potency.
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Persistent Effects 1
Trade Versatile Vial replenishment for the limited ability to create effects that can persist beyond the Quick Alchemy norm.
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Knuckle Pinch 1
Hands can hold more than 1 bulk L item, which prevents STR based actions.
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Talon Glue 1
Unarmed attacks gain talisman and alchemical poison compatibility.
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Gunnery 1
Obtain first gun and proficiency, free basic ammo.
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Full-Fingered Draw 2
Flourish, 1A. Fill all hands to carrying capacity with items within reach.
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Pragmatic Research 2
Trade away research field discoveries for more pragmatist feats.
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Delayed Preparations 2
Leave daily Advanced Alchemy items as “infused reagents” that can be finished at a later time.
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Smart Throw 4
Use INT instead of DEX for throw-based actions, or to disable bomb splash. Adds concentration to the action.
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Side-Barrel Surprise
Flourish. 1A to both Reload and Activate pre-mounted ammunition.
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Flourishing Footwork 4
0A Stance*. Focus on your footwork, and become able to Step after Flourish actions. May choose to add flourish to Quick Alchemy.
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Primed Throw 6
Attack, flourish. Risk a throw to use bulk L items at range.
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Furious Footwork 6
0A Stance*. Focus on your attacks, and may Step with such actions.
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Bomb Sabots 6
Trade some damage to instead create bombs as Activated ammunition.
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Distant Stability 6
Prereq: Preemptive Consumable | Vial consumables remain potent when within 1 mile.
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Pseudo-Magical Creations 6
Gain ability to make alchemical imitations of some magical consumables.
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Dedicated Pragmatist 6
Gain a level 1 or 2 pragmatist feat. Trade select Alchemist class features for more pragmatist feats.
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Potency Infusions 8
Trade Advanced items to infuse equipment with your Alchemist DC.
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Reactive Repositioning 8
Prereq: Flourishing or Furious Footwork | Gain a Reaction to Step after hostility.
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Polymorphing Overdose 10
Prereq: GM permission | Drink raw Versatile Vials alongside mutagen to polymorph into a battle form.
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Double Activation 10
Flourish, 1A. Take penalties like reduce reach to Activate 2 alchemical items in one flourish.
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Speed Swallow 12
React to incoming hostility by consuming an item.
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Echo Alchemy 14
Additive that creates a free copy of the consumable the next turn.

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