Remastered Alchemist DEEP DIVE. “How to stop worrying and learn to love the bomb” (Pathfinder 2e)

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ERRATA:
-Medium armor proficiency was already an errata pre Remaster. (That's what I get for using a physical book!)
-I don't think you need a versatile vial remaining to make a Quick Vial.
-The bomber's "treat your versatile vial as Adamantine" ability can be used on any Consumable you make, including one of the bombs that does physical damage! (Also adamantine objects treat another "object" as having one-half its Hardness. PF2's rules on Hardness are a bit lacking, so I'd extend this to creatures as well.)
-Toxicologist's feature helps against the many creatures with poison IMMUNITY.
-Toxicologist's last feature lets them forego spraying poison on a 2nd creature.
-Additive feats are now limited to once per round.
-Combine Elixirs costs "+1 versatile vial more than usual" - since some subclasses allow you to create a Quick Vial elixir that doesn't cost a VV, the language was changed from a flat three to this.
-The alchemist versatile vials cannot be replenished, but you can still make Quick Vial acid bombs at-will.

"Making Alchemy Not Suck in Pathfinder 2e, Part 1: BOMBS (The Rules Lawyer)":

"Making Alchemy Not Suck in Pathfinder 2e, Part 2: HEALING (The Rules Lawyer)":

"Pathfinder 2e's Automatic Bonus Progression variant is great! But has problems."

0:00 Intro
2:11 Level 1 class features
5:15 VERSATILE VIALS!
11:51 Higher-level features
14:09 Subclasses: Bomber
17:08 Chirurgeon
19:24 Mutagenist
22:35 Toxicologist
27:41 Feat changes! Quick Bomber BUFF
31:04 Buff to additive feats
35:07 Masters of removing conditions
38:44 More feats
47:32 Alchemist archetype
51:37 Final Thoughts

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ADDITIONS/ERRATA:
-Medium armor proficiency was already an errata pre Remaster. (That's what I get for using a physical book!)
-I don't think you need a versatile vial remaining to make a Quick Vial.
-The bomber's "treat your versatile vial as Adamantine" ability can be used on any Consumable you make, including one of the bombs that does physical damage! (Also adamantine objects treat another "object" as having one-half its Hardness. PF2's rules on Hardness are a bit lacking, so I'd extend this to creatures as well.)
-Toxicologist's feature helps against the many creatures with poison IMMUNITY.
-Toxicologist's last feature lets them forego spraying poison on a 2nd creature.
-Additive feats are now limited to once per round.
-Combine Elixirs costs "+1 versatile vial more than usual" - since some subclasses allow you to create a Quick Vial elixir that doesn't cost a VV, the language was changed from a flat three to this.
-The alchemist versatile vials cannot be replenished, but you can still make Quick Vial acid bombs at-will.

MY SUMMARY OF THE BUFFS TO ALCHEMIST:
-Big buff to Quick Alchemy: You have a pool (probably 6) that replenishes like Focus Points, AND you have at-will "quick vials" for decent acid bombs and a special ability from your research field
-No longer starved for reagents, especially at low levels
-Can reach master proficiency in your attacks
-Medium armor proficiency (this, and Bestial Mutagen no longer penalizing AC, and merging of "mutagen-enhancing" feats make a fighting mutagen build more viable)
-Improved features for subclasses
-Items use your Class DC starting at Level 5
-Adding effects to your items via feats with the Additive treat no longer increase the effective level of the formula
-Quick Bomber lets you use Quick Alchemy and throw bomb for 1 action
-Feats to be MUCH better at removing negative conditions (I think every one in the game)
-L17 permanently quickened to make your "quick vials"

TheRulesLawyerRPG
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Toxicologist acid damage is interesting, but the bigger thing is that line, "your infused poisons can affect creatures immune to poison." Affect is way more than just doing damage. All of the debuffs that before you could never apply to Undead or construct styles of enemies now work against them.

odex
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Adamantine isn't for damage reduction or regeneration. Adamantine is for *hardness.* An adamantine weapon halves the hardness of a target -- perfect for throwing at constructs.

thefez-cat
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«Not a lot of foes resist poison damage.»
Every single undead: am i a joke to you?

louisst-amand
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I've been so excited to see how Paizo handled the complex classes. So far they've been nothing but winners:
- champions can freely pick their reaction, and use an Aura for targeting
- oracles have cool options and are less confusing
- alchemists are no longer broken, and are less confusing

I'm really excited to try out a Chirurgeon now.

Kiaulen
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27:30 While the damage is indeed lower, the debuff on Giant Centipede Venom is a lot stronger IMO. Off-guard is a very common condition, while fatigued is much harder to inflict. More importantly, fatigued doesn't go away on its own: if they reach stage 2, they're gonna be fatigued even after the poison wears off.

KQM
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The toxicologist level one benefit is actually a huge buff, since there are realy many monsters immune to poison.

FireTouched
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Alchemists actually already had medium armor proficiency as of an errata a while back.

LastFootnote
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Finally an Alchemist guide. Everyone has been posting about everything BUT the Alchemist content I was interested in.

XHobbiesPrime
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The adamantine damage option is probably since some high level enemies are "resistant to all (except adamantine)". Similar to how some vampires are resistant to all physical except silver but don't actually have a silver weakness.

ZamuelNow
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"If don't like it, it hurts, and if you do it doesn't. Kind of like something else."

Eddrian
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The 10 min thing is actually a stealth buff for mutagenist.

A lot of characters don't want the mutagen debuffs for an hour, but when you combine the fact that you get 2 vials every 10 minutes, your party will never need to buy skill items for out of combat stuff again, since you just give them the juice for the skill check and they have the good stuff when making the check, but lose the bad stuff when they don't need the skill boost

nicholasromero
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Adamantine damage adds an effect when attacking objects. "...They treat any object they hit as if they have half as much Hardness..." -Archieves of Nethys, Adamantine Weapons.
Thus if you create a versitile vial from a quick vial, it can be more effective in destroying pesky doors.

ericcooke
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Appreciate the Mork Borg rule book over the shoulder next to The Rules Lawyer Spicy Novel™.

shawnmacfarland
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Thank you for blessing us with your presence, Megan

Jasonwfd
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The bomber subclass is so good that it's gonna make the Winged Warrior feat Bombing Run so cool. Just, unlimited bombing runs. It may not be strong, but it's damn flavourful.

**Edit:** I'm pretty sure Combine Elixir is supposed to cost only two vials. That first bit reads like it's an RP description that's then followed by the rule implementation, which says you spend an additional vial (which I read as "in addition to the vial used to make the base elixir"). With the reduction from INT+Level reagents to just 4+INT, having it cost 3 vials seems a bit too prohibitive, imo.

leetaeryeo
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I think the adamantine special material might be for attacking objects since you can treat their hardness as half as much as usual. Bring your alchemist to breach a vault of goodies.

Morheet
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The 'contagious poison' from the remaster says you can forgo that effect so the scenario where there's just allies around the initial target isn't a problem.

Sokko
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18:08 more and more dry (humor) content... You're really living up to expectations here haha

Lucas-qpht
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I'm a little disappointed that the toxicologist is still getting a bit of the short end of the stick, but it's still WAY better than before, I really appreciate that.

kabobawsome