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Is this a fair review of PF2?
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<blockquote data-quote="Porridge" data-source="post: 8063077" data-attributes="member: 7020143"><p>As Philip Benz noted, the CRB Alchemist is generally thought to be the weakest class. Of the three CRB research fields (Bomber, Chirurgeon, and Mutagenist), only the Bomber seems to be viable (given CRB-only options), and (in my experience) even that's a bit underwhelming. </p><p></p><p>Some good news on that front, though:</p><p></p><p>1. The Advanced Players Guide introduces some new alchemist feats, alchemical items, and a new research field, that provide a moderate boost to the Alchemist's viability. </p><ul> <li data-xf-list-type="ul">The biggest addition is the new research field, the Toxicologist, which seems to be a step-up from the other research fields (either on a par with, or strictly better than, the Bomber). </li> <li data-xf-list-type="ul">There are a couple new bombs with good status inflictions (which makes bomb-chucking more valuable). </li> <li data-xf-list-type="ul">There are a couple new elixirs to help out with various conditions (which makes the Alchemist-as-healer role more viable). </li> <li data-xf-list-type="ul">There's a nice mutagen that gives a substantial boost to AC (which makes the Mutagenist more viable, though not great).</li> <li data-xf-list-type="ul">There's a new Alchemist feat that allows you to use perpetual infusions on an item covered by a different research field (this is basically a mandatory choice for your level 8 feat). This does a fair bit to make Mutagenists and Chirurgeons playable at levels 8+ (though not great). </li> </ul><p>2. The Advanced Players Guide introduces the Investigator class which has Alchemical Sciences as one of its methodologies. It doesn't give you enough alchemical "slots" to do things like throw bombs all the time or apply poison to your weapon every round. But it's great if what you want are long-lasting items (like mutagens) or niche-but-great-when-you-need-them items (like condition-removing or utility items). </p><p></p><p>This is a very attractive option if you want to build a character with the flavor and feel of a Mutagenist or Chirurgeon. This basically gives you some limited alchemical access (which is all those specialities need), and pairs it with a much better chassis.</p><p></p><p>TLDR: If you want to make a Bomber Alchemist, and you build carefully, you can get something that's OK (especially at levels 7+, when perpetual infusions kicks in). If you want to make a Toxicologist Alchemist, you can build something decent as well. And if you want to make a Mutagenist or Chirurgeon, you can build an Investigator with the Alchemical Science methodology, and get a character that's actually pretty good.</p></blockquote><p></p>
[QUOTE="Porridge, post: 8063077, member: 7020143"] As Philip Benz noted, the CRB Alchemist is generally thought to be the weakest class. Of the three CRB research fields (Bomber, Chirurgeon, and Mutagenist), only the Bomber seems to be viable (given CRB-only options), and (in my experience) even that's a bit underwhelming. Some good news on that front, though: 1. The Advanced Players Guide introduces some new alchemist feats, alchemical items, and a new research field, that provide a moderate boost to the Alchemist's viability. [LIST] [*]The biggest addition is the new research field, the Toxicologist, which seems to be a step-up from the other research fields (either on a par with, or strictly better than, the Bomber). [*]There are a couple new bombs with good status inflictions (which makes bomb-chucking more valuable). [*]There are a couple new elixirs to help out with various conditions (which makes the Alchemist-as-healer role more viable). [*]There's a nice mutagen that gives a substantial boost to AC (which makes the Mutagenist more viable, though not great). [*]There's a new Alchemist feat that allows you to use perpetual infusions on an item covered by a different research field (this is basically a mandatory choice for your level 8 feat). This does a fair bit to make Mutagenists and Chirurgeons playable at levels 8+ (though not great). [/LIST] 2. The Advanced Players Guide introduces the Investigator class which has Alchemical Sciences as one of its methodologies. It doesn't give you enough alchemical "slots" to do things like throw bombs all the time or apply poison to your weapon every round. But it's great if what you want are long-lasting items (like mutagens) or niche-but-great-when-you-need-them items (like condition-removing or utility items). This is a very attractive option if you want to build a character with the flavor and feel of a Mutagenist or Chirurgeon. This basically gives you some limited alchemical access (which is all those specialities need), and pairs it with a much better chassis. TLDR: If you want to make a Bomber Alchemist, and you build carefully, you can get something that's OK (especially at levels 7+, when perpetual infusions kicks in). If you want to make a Toxicologist Alchemist, you can build something decent as well. And if you want to make a Mutagenist or Chirurgeon, you can build an Investigator with the Alchemical Science methodology, and get a character that's actually pretty good. [/QUOTE]
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