The PF2 alchemist

Ancalagon

Dusty Dragon
Hello

I am very interested in alchemists in D&D, and Paizo has done a lot to develop this concept as a viable class.

It seems that in PF2 they are pushing the concept even further, by having the alchemist step away from pseudo spells (the extracts) and by creating a full range of alchemical items.

So I'm creating this thread to discuss this. Specifically, the class, the alchemy system as a whole, and if either could be exported to other, non pf2 systems.

The files are going to be released very soon! (6 PM Pacific today), but perhaps some of you already have the book...
 

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mellored

Legend
An alchemist making and throwing an acid flask 2 actions, 1 RP for 1d4 + 1 persistant damage.
A sorcerer casting the acid splash cantrip takes 2 actions, 0 RP, for 1d4 + 1 persistant damage.


Both do the same damage, and the sorcerer still has spells, and can still use items.
So... yea. That seems off.
 

Kaodi

Hero
So I guess they work because they allow you to make free items every day at the mere cost of Resonance? With an 18 Intelligence at 1st level you could manage to make 10 Alchemical items that you can use without needing to spend any more Resonance (thought your allies would need to spend Resonance to use them). And that can be split up to be 2 each of 5 different kinds of item.
 

mellored

Legend
So there doesn't seem to be a limit on the items you can create. 1 month of downtime = 300 items.

So no problem keeping up with the sorcerer as long as you get a little down time.
 

Ancalagon

Dusty Dragon
they weren't kidding about "high level alchemical items"

There is a level 15 item, Insanity mist, with a fort save of *31* It's going to be hard to judge this in a vaccum
 

Kaodi

Hero
Made myself the bare bones of an alchemist, a not very scrupulous vendor of cheap spirits and the like. The idea with the stat distribution would be that he would boost strength at level 5 and then take the fighter dedication at level 6. Because a real beer-baron should always wear full plate, ;) .

Baurkoff Beer-Baron
male dwarf barkeep alchemist 1, chaotic neutral
str 14 dex 12 con 16 int 16 wis 12 cha 8
feats far lobber, hardy, hobnobber
trained skills alcohol lore, arcana, crafting, deception, medicine, society
languages common, dwarven, giant
formulae alchemist's fire, antidote, liquid ice, minor elixir of life
advanced alchemy, studied resonance
 

mellored

Legend
they weren't kidding about "high level alchemical items"

There is a level 15 item, Insanity mist, with a fort save of *31* It's going to be hard to judge this in a vaccum
DC's are 10 + level + stat + proficiency (-2 for untrained, +3 for legendary).
Saves are roll + level + stat + proficency.

And a level 15 wizard, with 18 Int and +2 proficency would have..
10+15+4+2 = 31 DC

So right in line. As long as you keep the item level up. Or take feat that let's you use class DC's (which makes low level items useful).
 

If your foe is level 15, he's getting at least a +15 bonus to his Fort save, and probably more like +20 once you factor in items and stats.
 

mellored

Legend
Made myself the bare bones of an alchemist, a not very scrupulous vendor of cheap spirits and the like. The idea with the stat distribution would be that he would boost strength at level 5 and then take the fighter dedication at level 6. Because a real beer-baron should always wear full plate, ;) .
You boost 4 stats at level 5.

So you can do +2 to Str, Int, Con, and something else.

Which really does help with multi-classing.
 

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