ALCHEMIST CLASS GUIDE - PATHFINDER SECOND EDITION

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howdy my name is nonat and welcome to my deep dive into the alchemist if you watched last week's video on the investigator this is going to be in the exact same style we're just going from the first page to the last page of the alchemist class now i want to preface this obviously alchemists work based off their alchemical items that they craft i do not have the time or the energy to go into every single alchemical item that could possibly be crafted and this is how i'm going to be handling all of these spell casting classes as well unfortunately to keep these videos under three hours long i'm not going to be going into things like crafted items and spells i'm just going to be focusing on what the class does so at first glance some things may seem weaker based on their description but remember that it's all to be used in tandem with their crafted items or with spells in the case of spell casters but let's not waste any more time we're going to be here for at least 45 minutes to an hour maybe longer who knows so starting off with the first page which is that the alchemist has intelligence as its key ability score as well as eight hit points per level and while i do keep comparing alchemists to spell casters they are still quite different an alchemist can fight on the front lines if built the right way so that 8 hit point is a decent base for them as for starting proficiencies they start with expert in fortitude saves and reflex saves and trained in perception and will already again a step ahead of most spell casters in that two experts and two trains pretty good pretty average for skills they always start with crafting and three plus their intelligence modifier of skills so that'll usually equal out to seven skills if you have a plus four to your intelligence they're only trained with light armor simple weapons but they are specifically trained in alchemical bombs now this is kind of important the reason they point out that they are trained in alchemical bombs is because alchemical bombs are technically martial weapons so if you hand these bombs off to a fighter or a ranger they're actually trained with them as well even without being specifically trained in bombs moving on to their basic class feature and their whole bread and butter is alchemy basically i'm gonna try to condense this a lot of this is flavor but in pathfinder 2e normally if you want to make alchemical items you need to use the crafting skill make a check spend money and time and then you will have your alchemical items usually crafted in batches alchemists are obviously very good at this you can see right up there that they start with the alchemical crafting feat even if they don't meet the prerequisites and they also get four common first level alchemical formulas now that's already great the alchemist starts with the ability to spend down time crafting alchemical items perfect but what makes the alchemist a real day-to-day still useful class is their infused reagents which especially for new players to the system seems to be where they get a little caught up and confused with the alchemist the whole infused reagent system is sort of why i've always compared them to spell casters similar to spell slots each day you get a number of infused reagents the amount you get is equal to your level plus your intelligence modifier every day during your daily preparations you can use these reagents to create alchemical items for that day now these alchemical items are special because they were made using infused reagents they don't last as long as alchemical items that were crafted through normal means items crafted with infused reagents only last 24 hours and at the start of your next daily preparation any leftover items you have become nullified and no longer potent and thus just don't exist anymore the way you make the items during your daily preparations is with your advanced alchemy this is the quick speedy daily alchemy we've been talking about it does not require time money or even a crafting check when you make items this way effectively during your daily preparations you pick any alchemical formulas you know with a level equal to or less than your advanced alchemy level which your advanced alchemy level is always equal to your character level as an alchemist from there you can spend one batch of infused reagents to make two of any alchemical item from the formulas you know let's say we're a level one alchemist with a plus four intelligence that means we get four batches of reagents from our intelligence and one from our level totaling five batches of reagents we can use each of those five batches during daily preparations to make advanced alchemy items that are equal to or lower level than us so we can make any level 1 or lower alchemical items especially at level 1 these will usually either be elixirs of life or bombs so we could spend 5 batches of infused reagents to make 10 items because one batch of reagents makes two of the same item so we could make say six bombs and four elixirs of life and that would be all of our daily infused reagents easy enough however let's make it more complicated all alchemists begin with quick alchemy sometimes you may not want to spend all of your infused reagents during your daily preparation that same level 1 alchemist with a plus 4 intelligence might save one or two batches of reagents why would you do this because with quick alchemy for one action you can instantly make any one item that you could make with advanced alchemy now this comes with some limitations because you can make anything you want or need right there on the fly there are two sort of penalties for making it this way the first is that you only make one single item from your infused reagents whereas if you make it during your daily preparations you make two so you're getting half as many items when you make them in this manner additionally instead of lasting for 24 hours these items you make with quick alchemy only last one turn so if you make a bomb you better craft it and throw it that turn because at the start of your next turn it's no longer potent and basically doesn't exist anymore so quick alchemy is great if you need something right then and there otherwise you're better off going with advanced alchemy during your daily preparations but i'd say always keep one or two batches of reagents available for quick alchemy just for if you need that fire damage or that ice damage or maybe you just need a healing potion all of your formulas are kept in your alchemical formula book and every time you level up you gain two common formulas for an alchemical item equal to or lower than your level on top of this this one's more for the gms out there alchemists can still learn formulas whether by buying them or finding them so gm's if you have an alchemist in your party don't be afraid to leave interesting potion formulas and bomb formulas just in dungeons in a desk somewhere let them find a moderate elixir of life formula they'll feel like they just found something cool and they won't need to spend a formula on a future level learning it next up we have the alchemist subclasses there are three in the core rulebook as well as one in the advanced players guide which i will be going over here these research fields offer additional starting formulas at first level as well as some very minor bonuses when you take the bomber research field you get two additional alchemical formulas specifically for alchemical bombs and when you throw out chemical bombs with the splash trait you can choose to only hurt your primary target with the splash damage and not have it affect adjacent targets like it normally would this is incredibly useful if you are throwing a bomb at a target with some allies next to them and you just don't want to hurt your allies really useful the herjan is the healing subclass for the alchemist unfortunately it is kind of lame you start with two additional formulas in your formula book and they can only be chosen from these three lesser antidote lesser antiplague and lesser elixir of life those are your only choices if you pick the urgent which i apologize if i'm saying wrong it's just really fun to say the other benefit is that as long as your proficiency rank is trained in medicine you can attempt a crafting check instead of a medicine check for any of medicine's untrained and trained uses what i don't fully understand about this is it lets you use crafting in place of medicine which is awesome but you still need to put skill increases in medicine you need to be trained in medicine to use this so it's just not great like it's not bad if you have a zero to wisdom and a plus four intelligence yeah this makes your medicine checks for better even if you don't have any wisdom which it's good but why even make them need to be trained in medicine it's just not that good and it doesn't even get any better you can never use crafting to make uh expert medicine checks with crafting see is a pretty lackluster subclass of alchemist now the mutagenist has been completely misunderstood by a very large portion of the pathfinder 2e playerbase and that's because paizo wrote it wrong you heard me right i'll be explaining the difference here in just a minute but first off you get two additional formulas as long as those two formulas are first level mutagen formulas and everything up here is pretty much wrong anybody can gain the benefit of any mutagen mutagens do not need to be crafted for a specific person this is from the play test and was removed but not deleted additionally everybody's unarmed strikes increase in proficiency along with their simple weapons as we can see here they actually made a lot of mistakes when riding the alchemist first off the urgent does not start with the lesser elixir of life they start with the minor elixir of life because lesser is for third level characters to create next we can see in the mutagenist section remove the second paragraph which provides an obsolete benefit replace it with the following free action mutagenic flashback for a free action once per day you can regain the effects of one mutagen you have ingested that day for one minute so if you drank a mutagen that boosted your attack rolls i don't know if there are any i'm going off the top of my head i haven't played alchemist yet but if you had a mutagen that boosted your attack roles and you drank that earlier in the day well at the start of a new encounter you can just for a free action regain that effect you don't even need to interact to draw and use your mutagen you just have it and this makes the mutagenist so much more powerful so i wanted to make a point to point that out because everybody misunderstands the mutagenist not for their own fault but because it was written incorrectly and the final research field for the alchemist is the toxicologist don't worry about everything on this side of the screen we'll be getting to that later because those are from different feats but at first level you start with two extra formulas for first level alchemical poisons and instead of taking two actions it only costs one action for you to apply poison to a weapon you're holding on top of this weaker poisons remain relevant for toxicologists because instead of using that poison's dc you can instead use your alchemist class dc which improves every time you level up so if you're a level 10 alchemist then even your level 1 poisons still have a pretty high dc because it's using your class dc and aside from a feat that's everything we get at first levels we're going to start going through the class features and once we finish up there we'll be heading to the feats so skill feats normal general feats normal skill increases ability boosts ancestry feats everything's pretty typical for any class up until fifth level when we get field discovery which basically just gives you a new bonus improvement depending on your subclass if you are a bomber you can now create three bombs instead of two bombs when you create bombs using your infused reagents honestly these are all just about the same the hydrogen can make three potions instead of two potions as long as they're uh elixirs the mutagenous can make three mutagens instead of just two mutagens ooh and let's see what do we think the toxicologist is gonna get three poisons instead of two poisons i'm surprised it's just an upgrade depending on your alchemist subclass it makes you a little more efficient at crafting what you're good at expert in bombs expert in will saves perpetual infusions at seventh level is basically when alchemists get cantrips depending on your subclass you are given a list to choose from you can choose two of the alchemical items in that list to make whenever you want using quick alchemy it still follows the same rules where that they wear off after about six seconds because it's one round so you have to make them and use them instantly but they don't cost infused reagents so we can see that a bomber can make any lesser alchemical bomb without using infused reagents so the bomber especially now has just infinite weak little bomb cantrips which is not bad to have especially because you can take them for any element especially the thunderstone which i believe is sonic damage so i don't believe there's any magical kantrip in the game that deals sonic damage so correct me if i'm wrong the urgent can only take antidote and anti-plague that's it the mutagenist can pick from you know pretty much any lesser mutagen and again following the theme they completely oversimplified it here and so the toxicologist can just choose any two level one poisons which honestly i think the toxicologist gets the best deal here because of their research field at level one their dc's for these weaker poisons go up with their class level i suppose the bomber is just as good because their accuracy goes up with their class level with their proficiency so toxicologist and bomber definitely make it out the best in this level mutagenesis isn't bad you can now have infinite mutagens they won't be your strongest ones but they're still usable the origin is just kind of it's good when you get poisoned class dc up to expert perception checks up to expert and double brew at ninth level double brew basically lets you use quick alchemy twice for one action and they don't even need to be the same item so if you are injured but you still want to attack that turn for one action you can spend two batches of infused reagents to make a healing potion and a bomb you have two actions left on your turn you chug the healing potion and you throw the bomb bam overall it's a little situational and i don't know how often you plan to do that because of the bad conversion rate of quick alchemy but it's still great to have the option if you want to you can absolutely in one turn go healing potion healing potion i'm fine juggernaut master and fortitude saves and auto crit successes perpetual potency is simply an upgrade to their cantrips the bombs they chose at level five are now moderate bombs the kharjan gets moderate antidote and antiplague the mutagenist gets moderate versions of those two mutagens and because alchemical poisons don't all have lesser minor greater etc uh the toxicologist actually gets to pick two brand new level five or lower alchemical poisons to be able to make on demand whenever they need to it's just a nice little bump your cantrips get stronger and you now never have a reason to ever use anything worse than a moderate item 13th level's pretty big for all alchemists because it is your greater field discovery which is a straight upgrade based on your subclass bombers can now splash up to 10 feet away from their target or if they have the expanded splash feet 15 feet out from their target which is huge you could easily hit three four or more targets with this one splash damage the georgian finally gets a much needed upgrade at 13th level where if they use quick alchemy to make an elixir of life the person using it restores maximum hit points they do not need to roll so this is incredible especially if you use double brew if you make two moderate elixirs of life and hand those off or even just chug them both yourself that's a ton of hit points on demand right there the mutagenist also gets a really solid upgrade normally if you take a mutagen while you're already being affected by one you lose the benefits of the first one now you gain the benefits of both of them but you still suffer the drawbacks of both if you ever take a third mutagen though you choose one of the benefits to lose of the original two the toxicologist greater field discovery is really cool but a little bit complicated effectively you can now apply two separate poisons to the same weapon or piece of ammunition the long and short of all of it is that all of the dc's whether it's virulent or not everything like that the stages is based on the weaker poison if a if one poison has a dc of 25 and the other one is 30 the dc for the whole thing is 25. effectively both poisons come together to make one mega effect but there's still only one dc if one has four stages and one has five stages the entire thing only has four stages and you only apply the effects of the first four stages of both poisons however the big benefit of this is that each one at each stage both trigger if you have a poison that deals 1d6 damage at stage one and one poison that causes second at stage one and you inflict them with this then they are now taking one d6 damage and second one at stage one and they scale together it's a really cool idea and i bet you could get super creative with this light armor up to expert weapon specialization for some bonus damage which will apply to your alchemical bombs keep that in mind those are weapons alchemical alacrity almost seems like a bit too much when you use quick alchemy for one action you can spend three batches of reagents to make three items like that's insane you only have two actions left you can't even use all those items someone's gonna have to take one from you and use it themselves which can be good and again combined with the urgent's ability to just make three elixirs of life with this that's a lot of guaranteed healing for one action one action but i feel like double brew most of the time will be good enough master reflex saves and auto crit succeeds master to the alchemical class dc and then at 17th level it's just another upgrade to your cantrips greater versions of your bombs for kantrips greater versions of ants don't antiplague if you're urgent mutagenist gets greater versions of their mutagens and any two level 11 or lower alchemical poisons and sadly that's kind of the last big thing that alchemists get because at level 19 all they get is light armor mastery that's kind of disappointing but it's fair because honestly alchemists have so much going for them just in the variety of items they can make so that is all the class features but don't worry we may be 33 minutes into recording but we're only halfway done let's get on with the feats starting off with the alchemical familiar which basically functions like any other familiar except it is a tiny little flesh and blood homunculus it uses your intelligence modifier for its skill checks and other than that it's the exact same as a normal familiar alchemical savant just makes you better at identifying other alchemical items if you use the crafting skill to identify alchemy you can do it as a single action instead of 10 minutes which is awesome and if you have the formula for the item you're identifying you actually get a plus two to the check the downside for this is that if the player asks hey do i do i have the formula for this and the gm says yes then they're gonna be like oh so it's one of these five things at first level i believe identify checks are supposed to be made secret by the gm but i know not all tables play that way far lobber is pretty much a must-have for bomber alchemists in that it gives you a 30-foot range increment instead of 20 for your bomb throws but on that same vein quick bomber is also a must-have in that if you don't have this feat as an alchemist you have to spend an action to draw a bomb and another action to throw it with quick bomber you can just draw throw draw throw it's basically like the quick draw feat which i always rave about in all my martial class reviews but for a class that needs to draw their weapon every single round this basically removes the need to reload as an alchemist really good just just take in this image y'all just look at it look at it and love it thank you piezo thank you for this art the final first level feat in the advanced players guide is subtle delivery you can now deliver toxins with a blow gun what's nice about this is that even if a creature takes no damage from the blowgun due to their resistance the poison still gets applied on top of that if you critically hit with a blowgun if the target fails their saving throw it counts as a critical failure instead when i first read this i was not that impressed but over time and especially realizing the ignore resistance application that's a pretty good first level feat resistance isn't super common early on but especially at higher levels that's not a bad thing to have if you just can't hurt something but you know you can poison it having a blow gun on hand with this feat not a bad idea poison resistance you gain resistance to poison damage equal to half your level and a plus one bonus to all saving throws against poisons nothing wrong with that revivifying mutagen is not worded very well in the book itself it should just say one action regain 1d6 hit points per two item levels of the mutagen currently active the mutagen then ends i suppose it needed to say the fact that you must be like they could just put prerequisite you have ingested an active mutagen but yeah effectively you for one action you end an active mutagen effect on yourself and you heal 1d6 hit points for every two item levels of the mutagen this is really good there's nothing that stops you from constantly doing this and especially once you have perpetual infusions you can just infinitely heal yourself by quick making a minor mutagen heal mutagen heal mutagen heal mutagen heal unless there's a limit that i'm not aware of this sort of makes mutagenist alchemists one of the only classes with access to infinite healing after level 7. granted it's not a lot of healing but this does mean that after combat a mutagenist can just minor like whatever the weakest one they have from their perpetual infusions just well revive a fight we'll revive a fight and just go back to full health after every single encounter before we go into this next feat i need to talk about the additive system effectively there are some feats which grant the ability to add things to your alchemical bombs these are known as additives and any alchemical item can only have one additive now each time the additive trait shows up it also shows up with a number and this number is what is added to the level of the item so if you have a level one lesser alchemist fire or minor alchemist fire whatever if you have a level one alchemist fire and you imbue it with a feat that has additive one well it's still a level one alchemist fire but the item level becomes two this usually won't have a huge impact but i'm sure there are times where it comes into play this brings us to smoke bomb which once per round as a free action you can add something to a bomb you just made using quick alchemy when the bomb detonates it creates a 10 foot radius burst of smoke that lasts for one minute and for that minute any creature within the smoke is concealed this smoke can still be dissipated by a large wind in the apg we have demolition charge which is a huge feat that keeps going down over there you can spend one minute to rig your bombs to an inanimate object you attach up to four bombs to the object and it creates a hazard in one square occupied or adjacent to the inanimate object that hazard stealth dc to detect it and thievery dc to disable it are equal to your class dc there are two ways for this to go off the first is if you are within 30 feet of this trap for one single action you the alchemist can detonate it the other way goes off is as a hazard reaction with the trigger of a creature moving into the hazard space no matter which way it is triggered whether manually or by the reaction every bomb you attach to that space goes off and combines their damage for the sake of resistance so if you have four fire bombs and they each do 2d6 well that is 8d6 damage all combined into one number so even if the creature has fire resistance it only reduces that total number not each individual bomb just like normal bomb splash damage these bombs all deal their damage simultaneously and at the same time to all creatures so if all of those firebombs did two splash damage each then every creature adjacent to the hazard takes eight fire damage from the splash and again all combined not individual for the sake of resistance or weakness that one's a mouthful but it's kinda cool but it's also one of those things that i as the gm would let my alchemist do i wouldn't necessarily give him the ability to trigger them manually but i feel like i'd let them set up a demolition charge on an object and set them off if they had some way to set them off you know i don't think this one necessarily needed to be a feat but it's cool that it does have rules for it i just know i have friends if you're watching this you know who you are friend who would very much even without the feet take their firebombs lay them at the foot of a statue make a line of gunpowder and light it so it goes down and sets off the bombs and you know you couldn't say no you can't do that that doesn't work you know i think the big thing for this feat is just it gives you the ability to detonate it or set a trigger for it calculated splash is really powerful when you throw a bomb with splash damage you can have it deal damage equal to your intelligence modifier instead of the normal amount to put this into perspective the level 17 major alchemists fire deals four splash damage at level four with an 18 intelligence you can have all of your bombs deal for splash damage combine this once you're level seven with the perpetual infusions and throwing infinite weak bombs those bombs are still dealing four splash damage every single time that's a great feat that's a really great feat efficient alchemy is a very interesting feat choice that just makes you better at normal alchemy not your daily preparations or your quick alchemy this base makes you better at the alchemy downtime activity normally when you make alchemical items using the downtime activity they are made in a batch of four this lets you spend the same amount of money same amount of time and same crafting check dc but you make eight in a batch instead of four if you're in a campaign with a lot of down time between things and you can take a few days between adventures this is phenomenal i'd say this is one of the best feats for pathfinder society play if you want everybody to love you make a character alchemist that just takes efficient alchemy at level four and makes presence so every time you show up to an organized play society game you're like hi guys i made you some drinks for the road take some healing potions oh ranger here have a couple of bombs in case you need to do fire damage you will be everybody's best friend enduring alchemy is great if quick alchemy just doesn't last quite long enough for your tastes instead of quick alchemy items wearing off at the start of your next turn they wear off at the end of your next turn this is a feat that would make that triple brew feature at level 15 where you can use one action to make three items that makes that a little bit more usable because they last until the end of your next turn even with double brew this is great this means you can quick alchemy make two bombs throw one and rather than being forced to throw the other one at your multiple attack penalty you can wait until your next turn and still throw it this is a good feat is it great yeah not amazing but it's good the healing bomb 4th level feat from the advanced players guide is so great as a free action if you quick alchemy any elixir of life item you can give it the bomb trait as well as increasing its item level by two if you throw an elixir of life bomb at a willing target you hit even on a failure but not on a critical failure if your strike hits a living target the target regains hit points as if it had consumed the elixir on a critical success they also gain an item bonus to diseases and potions sadly this does not have a splash healing which i i think that would have been great if maybe like i don't know like one-fourth of the bomb's item level was splash healing damage i think that could be really neat uh it also doesn't say that it hurts undead targets unfortunately so you can't throw these at the undead but it's still a cool item if you are even 60 80 feet away from your target because you hit even on a failure this is a really good way to just a heal at your target even if you're not up close i like this tenacious toxins is okay this is much more if you're going for i think great for like centrifuge and more political campaigns where you're trying to like slip a poison into someone's drink and make it last a bit longer especially for longer poisons like something that maybe puts someone in a coma effectively any poison you create lasts a duration longer equal to the stage 1 interval let me explain what that means arsenic has a maximum duration of 5 minutes if a creature is afflicted with arsenic at stage 1 stage 1 lasts 1 minute before the poison progresses or regresses this increases arsenic's maximum duration by one minute because of stage one's one minute duration so it instead lasts six minutes instead of five that is a it's a cool idea i bet there are some really cool poisons with really long durations you can mess with that additionally if i'm not wrong there are poisons with only one stage total and i think that would just double the duration there's some promise with this one i like it and it's deceptively simple combine elixirs is kinda cool but overall gets outshined by the level 9 double brew class feature granted this is three levels earlier uh as a free action when you use quick alchemy to craft an item that is at least two levels lower than your advanced alchemy levels you can't be making your strongest items with this you can add an additive two to make two elixirs into one you use two batches of ingredients and then you gain the benefits of both elixirs when you drink this single one as it says here you can combine two elixirs of life to heal as if you drank both of them for one action or you can combine something like a dark vision elixir and an eagle eye elixir and gain both of those bonuses from one elixir it's not bad but again at ninth level when for one action you can just craft both anyway it's not quite as good debilitating bomb same thing is additive two onto an alchemical bomb at least two levels lower than your level basically you can add a condition to your bomb the choices are dazzled deafened flat footed or a minus five foot status penalty to speeds and if the bomb hits they have to attempt a fortitude save against your class dc and if they fail they're afflicted by the condition unfortunately there's no critical failure results or anything like that so it's it's okay it's still once per round and once you have can trips this is really good being able to make a target flat-footed with all of your cantrip bombs that makes them instantly a lot better compare this to spellcaster cantrips which really only get more damage as they level up these being able to inflict conditions that definitely gives them a lot of extra utility and especially because you get cantrips at the next level level seven this gets pretty good directional bombs is really neat rather than the splash being a 5 foot burst around the target you hit the target instead becomes the beginning of a 15 foot cone so you can almost think of this as like a backsplash if you hit a target and there's like two or three targets behind them the bomb will then spray its splash in a cone behind the original target which can lead to some really cool pool shot type bomb explosions and i like that sticky poison comes with two really nice benefits if you would lose your poison to anything besides application basically if you critically failed or the target resisted all of your damage and didn't get inflicted with the poison if you would lose your poison in this way you get to make a flat dc-5 check and if you succeed you keep your poison doesn't get rid of it additionally if you do apply the poison you still get a dc17 flat check and if you succeed that the target is both a thick afflicted with the poison and you don't lose it that's a really good feat for the toxicologist this video will only be 45 minutes long he said it's been 58 minutes and we're on level eight hey guys i'm just gonna jump right in the middle here i am super tired and i do not have the ability to be funny right now so rather than do some funny skit i'm just gonna ask if you're enjoying the video so far please do leave a like it helps so very much and maybe if you want to see more you might even subscribe and hey maybe i got something wrong and you want to tell me all about how wrong i am in the comments please do i implore you it helps me out so very much sorry i don't have a funny skit or silly way to ask you to subscribe because funny i'm very tired but i hope you're enjoying the video and i'm going to let you get back to it thank you so much for liking commenting and subscribing you're the best feral mutagen improves your beastial mutagens on top of everything else it gives you your mutagen item bonus now also applies to intimidation checks and additionally your claws and jaws gain the deadly d10 trait adding an extra d10 to the dice roll whenever you critically hit finally you only take a minus one to your armor class instead of minus two and you increase your jaws and claws damage die by one step basically if you're a melee feral alchemist you have to take this feat powerful alchemy is pretty phenomenal items you create with quick alchemy can now use your class dc instead of their item dc i already talked about how great this is that the toxicologist can do this on everything from level one for their poisons so being able to do this on anything else is really good although it's only for quick alchemy so if you prepare it in the morning it's not quite as good thank you baby love you too relationships am i right sticky bomb is another additive for all chemical bombs up to two levels lower than your level and effectively it just adds persistent damage onto it if a target takes a direct hit from your bomb any splash damage that bomb may have becomes persistent damage of the same amount and if you combine this with that feat from earlier that makes the persistent damage equal to your intelligence modifier this applies a consistent for persistent damage per round of whatever element you inflicted i mentioned this a lot in my top 10 classes video but alchemists thrive on their ability to do everything and there are certain enemies out there where if you don't have their weakness they're almost impossible to kill but there are things out there if they have a weakness to ice and you hit them with an ice sticky bomb not only are they taking bonus damage from their weakness to ice on the initial hit but that persistent damage also applies their weakness so even if you're only dealing four persistent ice damage if the target has a weakness five to ice well now they're taking nine persistent ice damage per round and in my opinion that's better than something like 2d8 because 2d8 you can still roll two ones sure you can roll up to 16 but getting 9 every turn that is consistent and you can plan around it better you don't need to worry about random chance not to mention again this is at level eight you can do this with your cantrip bombs this is insanely good guys i'm actually blown away because at level seven you can make infinite level one bombs only of the two you chose but still if you have those on two niche elements then you can really pull those out when you need them perpetual breadth basically gives you more cantrip items they can be from your own research field or a different research field so even if you're a herjan you could take a poison or a bomb as a cantrip item effectively and they do upgrade when you get those upgraded feats as well with perpetual infusion and perpetual with a perpetual potency and perpetual perfection try saying that 10 times past that this is great it just widens the options that this class already has a ton of pinpoint poisoner is pretty much a must-have if you inflict poison on a flat-footed target they get -2 to their saving throw against that poison that's just really good this does only apply to their initial save however not their following saving throws to progress or regress the poison elastic mutagen upgrades your quicksilver mutagen allowing you to stretch your legs and take up to a ten foot step action instead of the normal five foot and you can squish and compress your body allowing you to make it through tight spaces as if you are one size smaller than you are pretty okay i'm curious how this works with certain ancestry feats like the elf that gives them better steps i believe the elf lets them step twice so i think this would allow you to step up to 20 feet which is really good expanded splash like we talked about with the class feature just increases the splash range of alchemy bombs to 10 feet greater debilitating bomb just makes your cantrip bombs even better they can now inflict clumsy one enfeebled one stupefied one or a minus 10 foot penalty to movement speed that's disgusting this means that for your kin trips you can now start attacking creatures main attributes and then feeble will just reduce yeah and feeble will just reduce their total physical damage this is in stupefied one will just shut down a spellcaster this is insane merciful elixir is a give or take it's really useful if the situation comes up otherwise not quite as much as an additive into your elixir the elixir of life also attempts to counteract one fear effect or one paralysis condition on the drinker really good to break your ally out of something but if they're not suffering from anything you're not going to find a lot of use of this potent poisoner is great for anybody but the toxicologist effectively potent poisoner allows you to increase the dc of any poison by up to four to a maximum of your class dc which is what the toxicologist already uses unstable concoction is weird but it's kind of cool it's super risky when you use quick alchemy you can attempt to make an item up to two levels higher than your level when you do so you can spend up to three batches of reagents every additional batch of reagent you use beyond one will make it slightly less volatile if you only use one batch of reagents you have to attempt a dc-10 flat check when you go to use it otherwise it will explode in your face if you use two batches of reagents it reduces the dc to eight and if you use three it reduces it to six so even in a best case scenario this thing only has a 75 chance of even working otherwise when it blows up the user takes force damage equal to double the item's level so if you're level 10 using this and you make a level 12 item then it blows up well you're taking 24 force damage but it does allow the ability to make something and give it to somebody for them to use and pray it blows up in their face extend elixir if you ever consume your own item that has the elixir and infused trait and it already has a duration of one minute or longer that duration is doubled i can't think of anything off the top of my head that this would be good with but i think this affects like the item bonuses from like elixirs and stuff the invincible mutagen upgrades your juggernaut mutagen meaning you gain resistance to all physical damage equal to your intelligence modifier which at this point is probably five so having a five resistance to all physical damage that's pretty dang good uncanny bombs is a really good upgrade to bomb accuracy it increases its range increment to 60 feet keep in mind you have to have already taken far lobber to take this feat but increases range increment to 60 ft ignores one armor class granted by cover and you do not even need to make a flat check when targeting a concealed creature you still have to make one for hidden but you will never miss a concealed creature due to the condition the glib mutagen upgrades your quick silver mutagen while affected by it you ignore any circumstance penalties to your deception diplomacy intimidation and performance if anything is causing you a penalty there you ignore them on top of this anybody can understand what you're saying even if they don't speak your language you don't understand anybody else necessarily if you don't speak their language but you can speak to anybody and they'll understand what you're saying this one is phenomenal greater merciful elixir i see what they're doing here these are sort of mimicking the champion's mercy feats when you use merciful elixir to add an additive to your elixir it can now attempt to counteract blind death sickened or slowed the fact that it can counteract slowed is really actually pretty solid so that one might make taking merciful elixir more worth it true debilitating bomb is nasty now when you apply debilitating bomb you can inflict enfeebled 2 stupefied 2 or a 15 foot status penalty to speeds i think the reason they opted not to allow clumsy to is because if you inflicted clumsy two and made them flat-footed that would be -4 to armor class and that would just be so unfair this also gives you another option if you apply one of the super simple basic effects granted by the original debilitating bomb feat they only resist them on a critical success not just a success eternal elixir is really cool you have to have extend elixir as a prerequisite but instead of doubling the duration of the elixir it makes it permanent it has to be less than half your level but still when you take this the level 6 moderate mist form elixir that i just looked up qualifies for this the normal mist form elixir just makes you concealed which gives you a 70 25 chance to just dodge any attacks they have to make that flat check and if you have this feat that can be permanent you can become permanently concealed forever until you replace it with a different elixir this is nasty now one thing i probably should have pointed out earlier is that this does not work for mutagens there is the specific elixir trait to make that last forever it does not make mutagens last forever doesn't even affect mutagens exploitive bomb is just another solid additive that makes your target reduce their resistance to any damage the bomb would deal equal to your level and at level 16 that's reducing their resistance by 16 to your bombs this means even your cantrip bomb should always be dealing okay damage however this does only apply to the bomb itself's original hit not the splash damage or the persistent damage genius mutagen upgrades your cognitive mutagen and grants the item bonus to your deception diplomacy intimidation medicine nature performance religion and survival checks and lets you communicate telepathically within 60 feet to any creature who shares a language with you it's also two-way so they can communicate back this isn't quite as overpowered as i'm overreacting to make it seem considering that spellcasters have the message can't trip at level 1 but this is still really cool and being able to be benefiting from this item bonus to half of your skills is so good persistent mutagen is sort of what i was referring to earlier you have to have extend elixir but once per day when you take a mutagen it lasts until your next daily preparations it never wears off until you have to prepare again at which point you can just take it again something to keep in mind is this one does not have a level requirement it's not an additive or anything so this can still be your strongest mutagen permanently applied and combine this with the mutagenist's ability to have two active mutagens at the same time one is always on and you can cycle out the other one whenever it wears off you can just apply a different one so cool the 16th level chemical contagion reaction in the advanced player's guide is so stupid and i love it if a creature within 30 feet critically fails its initial saving throw against a poison you inflicted you can use your reaction to spread that poison to an adjacent creature by using the original creature as a carrier so that makes the other creature forced to make a saving throw against that poison granted it's a reaction so you can't do this infinitely jumping from creature to creature but it's kind of cool it just potentially doubles the output of your poison it's pretty solid improbable elixirs effectively allows an alchemist to make potions for those of you who aren't aware potions are magical while elixirs are not so normally an alchemist does not have the ability to make potions but with improbable elixirs at level 18 they can make a number of different potions equal to their intelligence modifier other than that they function the exact same way they can be made via quick alchemy or advanced alchemy however they do need to be ninth level or lower which is totally fair because potions are usually much stronger than elixirs mind blank mutagen upgrades your serene mutagen and gains you protection from any magical mental effect while under the serene mutagen's effects you cannot be detected or revealed or scribed from any level 9 or lower effect the example it gives that if someone tries to detect magic on you you will not show up the next strongest source of magic will as well as anything on you you could be carrying a level 10 powerful magical artifact but if you're under the mind blank mutagen and their detect magic spell is level 9 or lower they will not sense a thing this is crazy miracle worker once every 10 rounds you can administer a true elixir of life which is the strongest elixir of life in the game to a creature who has been dead for no more than two rounds when you do so the creature is returned to life with one hit point and is only wounded one so if your ally goes down you have two more rounds to not only revive them but also reduce them back to wounded one as if they've only been knocked out once this is crazy powerful and such a good sort of penultimate ability for the healer support alchemist now i know clerics and divine sorcerers get a similar spell much earlier about level 10 i think maybe even level 9 but it's just so cool that your potions are so potent they can return life to the recently dead perfect debilitation any condition you apply with debilitating bomb can only be avoided on a critical success this is disgusting enfeebled 2 and stupefied 2 just at the snap of your fingers if they don't critically succeed they're enfeebled too disgusting of course you have to have craft philosopher's stone this is the only way in the game to be able to craft the philosopher's stone unless your gm says nah here's the formula in which case this feat is meaningless but if not this is the only way to make it mega bomb is awesome it is an additive three and can only be infused into an alchemical bomb at least three levels lower than your current level which is obviously 20 unless you're playing higher than 20 somehow rather than making an attack roll you use an interact action to throw the mega bomb at this point it sort of functions like a crazy super fireball spell anywhere within 60 feet from you it explodes in a 30 foot radius burst and all creatures within the burst make a basic reflex save if anybody fails the save along with taking full damage they also all suffer from the bonus effects such as the bottled lightning inflicting flat footed or the alchemist's fire inflicting persistent fire damage and finally all targets automatically take splash damage as if they were the primary target and no other splash damage occurs also the item does need to be used immediately after you infuse it with the mega bomb action if you wait even more than one action you cannot use the mega bomb and finally the level 20 bonus for the mutagenist is kind of eh when under the effect of a mutagen you don't take the drawback it's not too bad and i suppose if you're feral getting rid of that final -1 armor class is pretty satisfying but compared to mega bomb and miracle worker it's a little bit of a letdown and that ladies and gentlemen is the alchemist everything you need to know about them except for maybe the actual items themselves this was actually a ton of fun and it ended up being an hour and 36 minutes recorded this video might come out at midnight i'm just being straight i'm i want to get this video out i haven't missed an upload in two weeks and i don't plan to start now so we are going to be going right from here into the editing process so thank you all so very much for watching it would mean a ton if you would leave a like down there if you want to see more feel free to subscribe and ring the bell for notifications i want to give a shout out bam to patrons we've been getting a ton of new patrons and i'm going to let you guys know right now the 50 patron campaign has been updated and it's going to be bi-monthly instead of once a month we already have four players in the campaign so it is starting this coming saturday so if you're interested and want to jump in on that campaign before it starts jump on that 50 patreon pledge won't be there forever there's a maximum of 12 for two potential campaigns running at the same time but that is all i have time for i hope you all have a wonderful rest of your day and until next time no nat ones
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Channel: Nonat1s
Views: 59,625
Rating: undefined out of 5
Keywords: Pathfinder, Pathfinder 2e, Pathfinder Second Edition, Advanced Player's Guide, Pathfinder 2e Advanced Player's Guide, Pathfinder 2e APG, Archetypes, New Archetypes, 2e Archetypes, Pathfinder 2e New Archetypes, 42 New Archetypes, Pathfinder 2e Nonat1s, Pathfinder 2e APG features, Advanced Archetypes, Pathfinder 2e review, Pathfinder 2e character creation, Pathfinder 2e Research Field, Pathfinder Alchemist, Pathfinder 2e Alchemist, Alchemist Class, Nonat1s Alchemist
Id: AA7XZxGROrA
Channel Id: undefined
Length: 54min 9sec (3249 seconds)
Published: Mon Sep 21 2020
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