
Trip.H |

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