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The PF2 Alchemist - how did it turn out?
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<blockquote data-quote="mellored" data-source="post: 7801355" data-attributes="member: 6801209"><p>Here's my current houserules for the alchemist.</p><p></p><p>Perpetual Infusion (lesser) at level 3 instead of 7</p><p>Perpetual Potency (minor) at level 7 instead of 11</p><p>Perpetual Efficacy (greater) at level 11 instead of 17</p><p>Perpetual Perfection (major) at level 17</p><p></p><p>Mutigenist gets Training in medium armor. (Expert at 13, Master at 19).</p><p></p><p>New Item: Added to the Chirugeon list.</p><p>Liquid Bandage: [Alchemy][Bomb][Consumable] A quick drying semi-clear fluid that can be splashed over a creature to put out fire, sooth acids, and staunch bleeding. It also harden into thin barrier, providing a little protective before flaking off. A creature can be willingly be hit by this.</p><p>Lesser: 1d4 temporary hit points for 1 minute, and they can immediately make an additional save against persistent fire, acid, or bleeding damage.</p><p>Minor: 2d4, and the flat DC is 10.</p><p>Greater: 3d4, t, and the flat DC is 5.</p><p>Major: 4d4, and they automatically succeed.</p><p></p><p></p><p>*Persistent damage is like 4e's ongoing damage. Roll a d20 (no modifiers) at the end of your turn. 15 or higher ends it.</p></blockquote><p></p>
[QUOTE="mellored, post: 7801355, member: 6801209"] Here's my current houserules for the alchemist. Perpetual Infusion (lesser) at level 3 instead of 7 Perpetual Potency (minor) at level 7 instead of 11 Perpetual Efficacy (greater) at level 11 instead of 17 Perpetual Perfection (major) at level 17 Mutigenist gets Training in medium armor. (Expert at 13, Master at 19). New Item: Added to the Chirugeon list. Liquid Bandage: [Alchemy][Bomb][Consumable] A quick drying semi-clear fluid that can be splashed over a creature to put out fire, sooth acids, and staunch bleeding. It also harden into thin barrier, providing a little protective before flaking off. A creature can be willingly be hit by this. Lesser: 1d4 temporary hit points for 1 minute, and they can immediately make an additional save against persistent fire, acid, or bleeding damage. Minor: 2d4, and the flat DC is 10. Greater: 3d4, t, and the flat DC is 5. Major: 4d4, and they automatically succeed. *Persistent damage is like 4e's ongoing damage. Roll a d20 (no modifiers) at the end of your turn. 15 or higher ends it. [/QUOTE]
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The PF2 Alchemist - how did it turn out?
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