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Pathfinder 2's New Alchemist Class Previewed!

Following up on the fighter and the rogue, Paizo has posted a preview of Pathfinder 2nd Edition's Alchemist class!

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By Wayne Reynolds




  • Alchemist Class Preview --
    • Alchemist and oracle are the most popular character classes.
    • Alchemist features --
      • Alchemical Crafter (it's Crafting skill feat, but the alchemist gets it for free)
      • Four bonus formula (plus the four from the Alchemical Crafter feat) + 2 each level.
      • Quick alchemy action.
      • Spend resonance to create alchemical objects on the fly.
      • Empower Bomb (3rd level) -- multiples bomb damage. Multiplier increases with level to 6x at 19th level.
      • Mutagens (5th level).
      • Craft free poisons each day; can also heal and disable traps.
    • Class Feats --
      • Efficient Alchemy (4th level) -- create more items during downtime.
      • Enduring Alchemy (4th level) -- improves Quick Alchemy by making items last longer.
      • Calculated Splash (4th level) -- Int mod smash damage rather than 1 splash damage.
      • Powerful Alchemy (6th level) -- increase effect DC of items.
      • Precise Bomb (6th level) -- hit enemies only with splash damage.
      • Debilitating Bomb (6th level) -- inflict conditions; has greater versions a 10th and 14th level.
      • Feral Mutagen (8th level) -- gives teeth and claws, boosting Intimidate checks.
      • Stalker Mutagen (10th level) -- enhances stealth, allow movement at full speed.
      • Improbable Elixirs (18th level) -- create potions.
      • Perfect Mutagen (18th level) -- ignore mutagen drawbacks.
  • There's also an interview about the Alchemist with Paizo's Stephen Radney-McFarland over at TechRaptor.
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Russ Morrissey

Comments

Arakasius

Villager
Seems pretty clear they’re not frontloading the classes so much anymore. We’ve seen this now with several different class blogs with class feats pushed back to later levels then their equivalents in PF1. This should give more of a distinction to non caster classes in different tiers of play since gone will be “get all class features by level 2/3 and then just increase numbers on them”. Good idea anyway, I just hope they make them powerful enough to offset non frontloading non caster abilities. The magic weapon changes and iterative attacks on level one do help with that I guess now that I think.

Edit: Also seems one level multi class dips are much weaker. Many people would dip alchemist one for mutagen and free stats. This obviously won’t be possible anymore.
 
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Ancalagon

Dusty Dragon
I'm *very* curious about how they are going to balance this class, "spellcasting" wise.

It's always been a challenge with alchemists because the "× spells per day" mechanic feels contrived. I see that their quickened alchemy has a per day limit, but what about items created in down time? Could an alchemist start an adventure with 100 bombs? How will that be balanced?

I am very curious to see how this turns out!
 

Charlaquin

Goblin Queen
I'm *very* curious about how they are going to balance this class, "spellcasting" wise.

It's always been a challenge with alchemists because the "× spells per day" mechanic feels contrived. I see that their quickened alchemy has a per day limit, but what about items created in down time? Could an alchemist start an adventure with 100 bombs? How will that be balanced?

I am very curious to see how this turns out!
Honestly, I’m not sure they’ll need to limit the amount you can craft in downtime to balance it. If bomb damage scales similarly to weapon damage for fighters, they can just assume you always have bombs. We don’t know how poisons work yet, but I’d assume they don’t stack, so having 100 poisons in your back pocket might only mean your weapons are consistently poisoned rather than loaded up with tons of poisons. And if Elixirs cost Resonance to use, then they’re already limited per day without having to restrict hoe many the Alchemist can craft or carry.
 

Ancalagon

Dusty Dragon
Honestly, I’m not sure they’ll need to limit the amount you can craft in downtime to balance it. If bomb damage scales similarly to weapon damage for fighters, they can just assume you always have bombs. We don’t know how poisons work yet, but I’d assume they don’t stack, so having 100 poisons in your back pocket might only mean your weapons are consistently poisoned rather than loaded up with tons of poisons. And if Elixirs cost Resonance to use, then they’re already limited per day without having to restrict hoe many the Alchemist can craft or carry.
Elixirs definitely cost resonance if made with quick alchemy... but I don't know if that is mandatory. Can you make an elixir your downtime? Can any items? Can they be purchased and used? Used by someone else?
 

Arakasius

Villager
In the thread there they said they can be used by others. They gave the example of making mutagens for your entire party.

Also fairly clear they’re moving to resonance as a single tracking option to power magical effects, whether that be making alchemical items or using magic items.
 

Charlaquin

Goblin Queen
Elixirs definitely cost resonance if made with quick alchemy... but I don't know if that is mandatory. Can you make an elixir your downtime? Can any items? Can they be purchased and used? Used by someone else?
I don’t mean to make, I mean to use. So, assuming you can make unlimited elixirs given enough money and downtime, their use is still limited by the party’s Resonance. You might have 100 Elixirs of Life, but if each party member can only benefit from CHA + Level of them per day, and doing so comes at the opportunity cost of using their magic items, then all the extras only mean you’ll have them for the next day.

We already know from the podcast that Elixirs of Life cost Resonance to drink, except for the Alchemist who crafted them. And that might be because he already spent a Resonance to make it with Quick Alchemy. I’d bet that if you make it during downtime you still have to spend Resonance to drink it.
 

Aldarc

Adventurer
The most interesting tidbit to me in there was that Alchemists use Intelligence instead of Charisma for their Resomance. So for folks who were worried about the charming fighter being able to use more magic items than the cumudgeonly wizard, this opens the possibility of that not being the case. I wonder how many classes will use non-Charisma Abilities for Resonance.
I actually hope that the curmudgeonly wizard is NOT as good with magic items. I like the idea that wizards may have a better theoretical grasp of magic and magic items, but that some people, such as bards, sorcerers, or the charming fighter actually are better than the wizard at using magic items. Otherwise its just more of the same "wizards are the best at everything" schtick that we had.
 

Charlaquin

Goblin Queen
I actually hope that the curmudgeonly wizard is NOT as good with magic items. I like the idea that wizards may have a better theoretical grasp of magic and magic items, but that some people, such as bards, sorcerers, or the charming fighter actually are better than the wizard at using magic items. Otherwise its just more of the same "wizards are the best at everything" schtick that we had.
Sure, sure. It’s really too soon to tell. Just saying, the fact that the Alchemist uses INT for Resonance opens the door for other classes to use other non-CHA attributes, so it’ll be interesting to see what they do.
 

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