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"
@Zedrinbot
Ай бұрын
Worth noting, the medium armor was actually an errata from a while back. I think it was the first or second errata they received, back in 2020.
@skyethemin4922
Ай бұрын
Small...correction i think that you forgot to mention with advanced alchemy? The thing is that, while you do get more reagents at level 1, advanced alchemy no longer has the text saying "and make a batch of two of that item", meaning that, by level 2, you can make the same amount of items during daily prep as pre-remaster alchemist and by 3, you get outscaled by pre-remaster *only when it comes to infused reagents*. So, yes, at level 1 you have less starvation in terms of reagents, but on levels 2 and onward, that is not the case. Unless im completely misreading advanced alchemy which is also very much possible.
@TheRealPalleh
Ай бұрын
You seem to be confused by the fact that the vial is always a bomb/field vial. You don’t have to use an action to change it, such as the mutagen just drinking one, or the toxicologist applying it as a poison. You also don’t burn an action drawing it, since it is worn as part of your alchemist tools, and that means it is in easy access when doing actions that use it.
@troyyrob
Ай бұрын
@@TheRealPallehI think it’s because there are two/three functions to the feature. You have 2+ int mod versatile vials and can of course use those for either making a consumable that lasts for up to 10 min, throwing them as a bomb, or having the effect of your field vial. I think Ronald was focusing a lot on the Quick Alchemy use of creating a new Versatile Vial out of thin air as a Quick Vial (the at-will component of the ability) which still requires an action. So I think you’re right in the sense that a toxicologist for example could apply all 6 of their poisons to various arrows before a fight if they are converted to consumables (but they expire after 10 min), or could apply them in combat as an injury poison with 1 action before making their strikes etc. But if they run out of all of those uses of Versatile Vial and want to create a Quick Vial out of thin air, then Ronald is right and it would be an action to make one, then an action to apply it to a weapon, and then an action to strike.
@legendarydigitize2523
Ай бұрын
Did you mean additive trait not treat?
@odex1076
Ай бұрын
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.
@piedpiper1185
Ай бұрын
This. Even if it is just damage, the toxicologists biggest issue before was the number of creatures that are just outright immune to poison. This makes them much more viable across the board.
@FhtagnCthulhu
Ай бұрын
As a long suffering toxicologist player, this is the main change I wanted and I love it so much. I am so excited to play my toxicologist now!
@TheRulesLawyerRPG
Ай бұрын
Thanks! Added an errata in pinned comment.
@9652769
Ай бұрын
And poison-acid makes sense... The numbers of poison who are described as an acid...
@connornewell9895
Ай бұрын
Ahh yes! The poison! The poison for undead. The poison we made specifically to kill undead. Undead's poison.
@thefez-cat
Ай бұрын
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.
@kylone1
Ай бұрын
Or shields!
@vehemetipolygoniae2197
Ай бұрын
Adamantine only affects objects, constructs unfortunately are classified as creatures
@pierreolivierlepage664
Ай бұрын
@@vehemetipolygoniae2197 I'm pretty sure there is a construct in AV that is like resistant X to like everything except adamantine
@empdisaster10
Ай бұрын
@@vehemetipolygoniae2197 There are several creatures that have “All damage resistance except for adamantine” it’s supposed to get around that and is for targeting golem weaknesses as they have both hardness, which adamantine ignores half of an doesn’t trigger golem antimagic. And on top of it with the versatile vials being able to be changed energy damage to cold, fire, acid, and electricity you basically can directly target golem weakness and slow effects with them. You essentially get 4 vials per turn you can use to toss at enemies and explicitly trigger their weaknesses, which is honestly great and makes for a really neat multiclass alongside thaumaturge so you can bonus from that class’s exploit vulnerabilities and weakness targeting capabilities
@michaelcharlton5972
16 күн бұрын
or walls, floors, doors, locked chests, etc. Neat increase to the possible utility of bombers.
@LastFootnote
Ай бұрын
Alchemists actually already had medium armor proficiency as of an errata a while back.
@TheRulesLawyerRPG
Ай бұрын
Thanks! Added an errata in pinned comment. (I'd relied on my old physical book at some points)
@RebelThenKing
Ай бұрын
It's tough to keep up with all of the alchemist erratas. I actually think we'll see more right after the release of Player Core 2.
@louisst-amand9207
Ай бұрын
«Not a lot of foes resist poison damage.» Every single undead: am i a joke to you?
@MagicalMaster
Ай бұрын
Yes.
@luisgusta
Ай бұрын
Honestly, they are. At least if you have anyone capable of casting Heal in your party, they quickly become a joke.
@GuybrushTThreepwood
Ай бұрын
@@luisgustaheal and harm are terrible damage skills. The three action version being safe to use in your party, and even healing allies is nice, but unless you have multiple injured allies and multiple undead enemies, it's not great. Unless you're willing to spend 3 actions using 3 top level touch heals.
@miraclemaker1418
Ай бұрын
It's Xd8 damage with fortitude save. You don't get the +X*8 to the damage, it's SHITE
@TheBearProphet
Ай бұрын
@@luisgustaIf you are also the secondary healer of the party as an alchemist toxicologist, this is still a nice way to continue to provide value to your party though.
@FireTouched
Ай бұрын
The toxicologist level one benefit is actually a huge buff, since there are realy many monsters immune to poison.
@AlbertoNeurohr
Ай бұрын
Yes, I was surprised when Rules Lawyer said there's few creatures that resist poison, when there's actually tons that are straight up immune. Massive buff, actually makes the subclass playable in all circumstances.
@JacksonOwex
Ай бұрын
@@AlbertoNeurohr Immunity is NOT resist though!
@Kiaulen
Ай бұрын
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.
@JacksonOwex
Ай бұрын
I've seen a LOT of people at least mildly upset about the changes to the Oracle, me being one of them! They don't seem to have as much flavor as they did before, though I've also never been one to shy away from things that LOOK like negatives on paper!
@ZamuelNow
Ай бұрын
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.
@TheRulesLawyerRPG
Ай бұрын
I recall monsters that are resistant to all physical damage except adamantine. And the bomb does not do physical damage. So I'm still confused.
@dylanfa
Ай бұрын
@@TheRulesLawyerRPG One benefit of "can count as another metal you're carrying" is that some clockwork things are weak to orichalcum. So your energy bombs could do extra damage to them if you had an orichalcum chunk, weapon, or armor on hand. But I dont' think anything is weak to adamantine.
@VikCachat
Ай бұрын
@@TheRulesLawyerRPGI almost positive alchemists can cause slashing or piercing damage with bombs either direct or from splash.
@erikclayton3155
Ай бұрын
@@VikCachat With a quick check it seems most that do so are considered uncommon, but a number exist and some do bludgeoning as well. The ones I found were Junk Bomb, Water Bomb, Blood Bomb, Crystal Shards, Mud Bomb, Peshspine Grenade, Pressure Bomb, Twigjack Sack. Edit: Having skipped ahead, it seems the material types might be only for versatile vials which do not do physical damage ever.
@9652769
Ай бұрын
@@TheRulesLawyerRPGsome bomb are doing physical damage.
@K9QM3
Ай бұрын
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.
@XHobbiesPrime
Ай бұрын
Finally an Alchemist guide. Everyone has been posting about everything BUT the Alchemist content I was interested in.
@JacksonOwex
Ай бұрын
I don't know if you're being sarcastic but I saw someone else complaining that he'd seen the MOST Alchemist guides. That's probably because a lot of people just started with the first class in the book and are going from there.
@XHobbiesPrime
Ай бұрын
@@JacksonOwex All the guides I saw before this one skipped over the parts I cared about. Yes Bombers are nice. I don't care about Bombers. This is the first one I saw that gave me what I was looking for.
@Eddrian32
Ай бұрын
"If don't like it, it hurts, and if you do it doesn't. Kind of like something else."
@queenannsrevenge100
Ай бұрын
😂 18:04
@TheRulesLawyerRPG
Ай бұрын
Trying to keep it moist!
@ericcooke2661
Ай бұрын
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.
@Mr.Monacle
Ай бұрын
Good catch, I wonder if that stacks with the Demolitionist Archetype's set explosive ability which let's you ignore hardness equal to your level, and if it does, how does it get calculated?
@ericcooke2661
Ай бұрын
@@Mr.Monacle If I was GM, I would say traits trumps feat in importance, so the adamantine effects would come before the feat's would come into effect.
@cruzerion
Ай бұрын
@@Mr.Monacle I'd assume it works the same as with resistance, where if you have two sources of the same resistance or two resistances that overlap for an affected attack (say resistance to slashing and to physical damage vs a longsword slash) you only apply the highest one. So whichever effect would ignore the most hardness vs the target is the one you use.
@shawnmacfarland3828
Ай бұрын
Appreciate the Mork Borg rule book over the shoulder next to The Rules Lawyer Spicy Novel™.
@zeeeej
Ай бұрын
That "spicy novel" is actually an RPG - Pasión de las Pasiones.
@nicholasromero238
Ай бұрын
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
@Lucas-qp4ht
Ай бұрын
18:08 more and more dry (humor) content... You're really living up to expectations here haha
@leetaeryeo5269
Ай бұрын
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.
@TheRulesLawyerRPG
Ай бұрын
Are you referring to Advanced Alchemy or Versatile Vials? 4+INT is from Advanced Alchemy I think it actually is meant to be read as "plus one" versatile vial, which (1) makes it consistent with how it previously worked and (2) makes it a flexible number so that it works with those subclasses who can actually make a Quick Alchemy elixir without spending a VV (chirurgeon and alchemist have a research-field option to make a Quick Vial elixir)
@leetaeryeo5269
Ай бұрын
@@TheRulesLawyerRPGoops, got my number mixed up. 2+INT. That makes it even more solid in my mind that Combine Elixir should have a total cost of just 2 VV (1 for the base elixir and 1 for the added elixir), not counting the quick elixirs you mentioned. It would be nice to get an explicit clarification, though.
@Morheet
Ай бұрын
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.
@leetaeryeo5269
Ай бұрын
@@Morheet that was my interpretation as well. It reminds me of the Corrosive weapon rune which deals acid damage to armor/shield on a crit which is then reduced by hardness. Cutting hardness in half could be useful on enemies that have Shield Block.
@AlejandroMonteagudo
8 күн бұрын
Been playing tactical breach wizards and this reminded me of the breach glyph in that game
@kabobawsome
Ай бұрын
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.
@Stephen-kz7rg
Ай бұрын
With regard to foes resisting poison, try playing a poisoner in a campaign with lots of undead enemies. This us a huge change
@Jasonwfd
Ай бұрын
Thank you for blessing us with your presence, Megan
@Sokko325
Ай бұрын
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.
@ericcooke2661
Ай бұрын
The quick alchemy seems like Paizo wanted them to have a Cantrip style attack
@kurtisspeer3202
Ай бұрын
As a bomber that was my biggest gripe with the class. You didn't get 'cantrips' until lvl 8. I didn't like having to rely on crossbows at lower levels.
@mattg2091
Ай бұрын
I was so hopeful for a buff to the Toxicologist because I love the RP and flavor of it. I've played a lot of characters over the years and my toxicologist was hands-down my weakest class/subclass experience. The damage and consistency were laughably bad. The versatility factor, which I love in theory, simply doesn't come up that often in actual gameplay. This game is designed with so many paths to success that your party will virtually always be able to easily counter problems without you having to cook up a special elixir or throw a special bomb to trigger Weakness 5 once a round on a boss. But it feels like they really ratcheted up the unplayability of the Toxicologist. Nothing screams "fun" like gambling a full 3-action turn (plus a semi-limited resource) on a single poisoned 1h-weapon stab which, on the off-chance you ACTUALLY hit your target with your bad proficiency, will ultimately do like 15 extra damage. As you said, apparently other tables have been playing very different from the tables I've been at because poison has never made a single notable impact on the game. (See: Most-resisted damage type, extremely high action cost for low to mediocre damage, almost exclusively Fort saves which are typically high on meaningful enemies, high gold cost to even access your "versatility" options, etc.) On a more positive note, I LOVE the poison/acid damage buff and I LOVE the alchemical bomb proficiency improvement. Honestly, those changes were needed just to bring the class level with every other class imo. I also generally like what they've done with every other Alchemist subclass. Overall, nice changes... But I sure am real disappointed about the Toxicologist...
@FhtagnCthulhu
Ай бұрын
@@mattg2091 bypassing immunity is huge, since you can now at least (almost) always have a chance to use your abilities. That alone makes this more generally viable to me. The issue of still needing to hit and then beat a save which is almost always fort is baaad though. Ultimately we need better non-fort options and a better action enconomy. Even just a one-action apply poison and strike would be a boon.
@nactris1657
Ай бұрын
Important notice for anyone wondering, check description of Alchemist's Tools, as VVs are held inside, it's a free action to draw and replace them using action that uses them. Meaning that subclass specific uses of VV cost one action only.
@khloris.
Ай бұрын
I probably never would have noticed this, so honestly thank you so much
@jyoumon123
Ай бұрын
26:10 the feature specifies the attacker who applied the poison can choose to forgo the effect of spraying the poison
@JacksonOwex
Ай бұрын
There seems to be a LOT of people having issues reading things! NoNat was complaining about one of the Barbarian feats(I forget which one exactly) costing so many actions and repeatedly said it would be better if it was only two actions, and the action IS only two actions!
@TheRulesLawyerRPG
Ай бұрын
Yes! It's in my errata now
@TheRulesLawyerRPG
Ай бұрын
@@JacksonOwex More like getting a few things out of a hundred wrong! It takes courage to talk about PF2 rules on the internet with the PF2 crowd!
@geraldstacy3658
Ай бұрын
15:41 So RL Alchemy was literally about turning one thing into another. Many alchemists had the specific goal of turning lead into gold. So the Bomber Advanced Vials is actually quite thematic. Just imagine that they brew up a potion that happens to grow bits and flecks of the material in question. When the vial hits the target, the material gets splashed all over the target. it doesn't need to be an injury in and of itself, as the material is what is triggering the weakness. Kind of like a Vampire grabbing a silver cross.
@curiouswind9196
Ай бұрын
I get that the new advanced alchemy makes it more manageable and safer but I really preferred the old version. Having to manage items and choosing between crafting now vs at the moment was fun. But not having to learn the same recipe's next level was a good call.
@DannyDark007
Ай бұрын
Bonus points for the Dr Strangelove reference at the end. 🤓
@brianlane723
Ай бұрын
From a third-party design perspective, alchemist remaster is huge.
@bryanstrahm9961
Ай бұрын
This drastically buffed the class and then heavily nerfed the multiclass archetype. My level 6 PC just went from being able to make 12 items a day (eventually scaling to 20+) to only 8 per day, and if Ronald is correct the archetype doens't get access to the refreshing vials. I often took alchemist as a multiclass archetype due to the versatility provided, and the ability to stockpile cheap healing items each day, but this just nerfed that benefit quite a bit. Still happy to see the class get such a sweeping set of improvements though.
@paperplanes101
Ай бұрын
4 less items per day but those items can be a way higher level. Even if you stick with the lower level ones, there's the new feat that automatically scales the DCs. I'm hesitant to say it's nerfed, less items of higher quality seems like a tradeoff worth experimenting with.
@spookymonster
Ай бұрын
I''m not seeing where vials don't refresh for the archetype. Specific trumps general so the archetype gets 4 vials instead of the full class's 2 + Int mod, but that seems to be the only difference. Where is he getting that from?
@TheRulesLawyerRPG
Ай бұрын
I only realized later in the process that Quick Alchemy could make refreshable vials, so I don't know if a phrase slipped through implying they could only make 4 all day while recording that part
@LeoJNidise
Ай бұрын
18:04 you made me spit my coffee lmaooo
@xerenas1593
Ай бұрын
Dry Daddy Donny at it again
@TheRulesLawyerRPG
Ай бұрын
Why are so many people drinking beverages during my videos? People should have learned by now! =D
@blueThumbnail
Ай бұрын
@@TheRulesLawyerRPGcontent so dry we need to hydrate to continue!
@AlexanderBaird
Ай бұрын
16:44 I think for the adamantine vials it’s meant to overcome the hardness of objects more so than triggering weakness in enemies. The only issue is if they specify whether it’s treated as standard or high grade for the purpose of determining the bomb’s “hardness” which I didn’t see yet
@aliciaseelentanz
Ай бұрын
Yaaaaay! Finally a full alchemist cover! XD I knew I could count on you!
@kyros905
Ай бұрын
From what I read on the text, when it says "you use a vial for X", there seems to be no need to Quick alchemy the vial, I believe they would have mentioned that if it was necessary. It seems a mutagenist can just drink vials with no Quick alchemy. The fantasy of this seems like if you think that vials are not always acid and can be reagents for other things even when not using Quick alchemy.
@TheRulesLawyerRPG
Ай бұрын
Sadly when you read the two parts together, from a RAW perspective I think it's pretty clear they're two discrete things that cost one action each. However, I think I'd house-rule it so that that creating a Quick Vial and using it is one action for the Mutagenist and Poisoner
@kyros905
Ай бұрын
@@TheRulesLawyerRPGlooking at it again, it says "You can drink the content of a vial". I believe if you had to Quick alchemy the vial, it would say "When you drink the content of an item created from your vials". They seem to be quite different situations because usually you cannot drink a vial, but I believe in this case it is saying that the mutagenist can. Also, later on they specify that the vial Loses the acid, bomb and splash traits, but if you had to Quick alchemy the vial into something drinkable, it would lose these traits already, and it also specifies that the vial looses the trais because of its usage, not because it became something else.
@kyros905
Ай бұрын
@@TheRulesLawyerRPGI'm sorry, I don't know if I misunderstood or if we're talking about different things. From the vídeo, I thought you were saying thay you always need to Quick alchemy before drinking the vial. I read all the text again, and Yes, you can do that to create a vial then drink it, but it seems you can also just use the vials you have on you already, if you have none, then you can also Quick alchemy a vial. Edit: at 24:23 you said the toxicologist needs to use two actions, one to Quick alchemy and the other to Apply the poison, but if you already have a vial, no Quick alchemy is needed.
@sableeyedscholar2135
Ай бұрын
@@kyros905 if you look at the text at 5:24 and onwards it says that Versatile Vials can be "used for Quick Alchemy *and* your research field can add new ways to use the vials". Wouldn't this mean that the Mutagenist and Toxicologist field vials are not part of the Quick Alchemy feature? That would mean you wouldn't need to spend an action beforehand setting them up, the Quick Alchemy feature just lets you make an extra versatile vial for those features if you run out (at the cost of an obviously worse action economy).
@Brellic
Ай бұрын
Alchemical gender therapy was available in PF1e. The items were called the "anderos salve" and "mulibrous tincture". Pretty easy to miss, and I only remember because an NPC in the War for the Crown adventure path, Dame Malphene Trant, was using mulibrous tincture and my group ended up taking her on as a cohort.
@maryclarence6429
Ай бұрын
Very excited for the alchemist remaster. Also love the Dr. Strangelove reference.
@rowanatone
Ай бұрын
Your content is some of the most engaging on KZitem imo, I am continually impressed with how well spoken you are. Your layout is simple yet very effective. Excited for the alchemist, though a bit sad it seems like toxicologist (my second fave of the subclasses is a bit underwhelming). My favourite mutagenist has some fun tools though (eating good with that master proficiency!) Alchemical HRT is very cute, and brings a whole new meaning to "DIY" HRT :p.
@hectorvivis3651
Ай бұрын
Didn't have time to watch yet, but you need a bunch of upvotes just for this title. Very excited to see what they changed. Probably the most difficult stuff they had to rework for the remaster.
@PyroMancer2k
4 күн бұрын
I don't feel like the changes were a huge buff but rather mixed bag that was major shift in the class core mechanics which made some play styles better and others no longer viable. The reason for this is because perpetuals combines with additives allowed you to do a LOT more than you can now with versatile vials. Before perpetuals were very narrow but then got expanded in errata to allowed you to choose from a wide variety of items depending on your research path based on the item trait instead of very narrow list. This was a huge buff to the class that is now gone as you are stuck with a very narrow selection again. Even the bomber only gets to choose between a very narrow set of four elements. There were items that do mental, sonic, poison, alignment(now be spirit), positive/negative(Vitality/Void in RE), various physical damages, and etc. So you could pick what your perpetuals were based on what kind of damage you wanted to focus on. Given the new system having a ton of Vitality damaging bombs in a campaign with a ton of undead would likely be very helpful. With the VV system though you are stuck with 6 uses per combat which is like 3 rounds cause odds are you'll likely toss 2 each round. Then you are stuck back with the 4 elements. Also with Perpetuals there was feats to get item from other research schools which you can no longer do. So a non-bomber could get a damage type of their choice for unlimited uses. The other MAJOR debuff is in the quick vials and additive changes. It says that Additives can NOT be used for quick vials which really undermines the debuffer alchemist. Before since perpetuals were by natural lower level than your alchemist level it made all the additive feats great for them since you could keep throwing smoke bombs, debilitating bombs, sticky bombs, and so on. Because the main benefit came from their status effects. This is again another case of now we only get 6 uses. Toss two Debilitating bombs at enemy and give them Dazed and flat-footed if both hit. That means -2 AC against everyone in your party and when it attacks everyone is concealed so it has to roll a flat 5 DC to attack. Or if you didn't want to use the feat you get perpetual in lightning in a bottle which has a built in flat-foot effect and no Fort save which is also a damage type I forgot to mention above. In terms of how I feel it effects the various builds: Bomber DPS Style: Easier earlier game thanks to Quick Vials(QV). More restrictive mid/late game due to damage type limitation in new Field vials system. Slightly better damage due to VV/QV being same level instead of one tier behind and thus get 1D# more damage. Also get buff without need for feat by replacing splash with INT. When you gain perpetuals ability limited bombs was no longer an issue so I only consider the QV a buff for early game. Debuff Style: Now limited to 6 debuff per match. Doesn't matter if it's additives or your using specific items as you only got 6 since QV are just generic damage dealing items. Remove the additive not allowed in QV and it's mostly back to where it was assuming you were using Additives and not perpetuals with a specific effect. Chirurgeon: Major debuff. The field vials which are meant to replace perpetuals do healing instead of damage but they SUCK at that. A level 5 Elixer of Life which they could get perpetuals of at level 11 does 3d6+6 healing and +1 item bonus to poisons. While RE gets 3d6 at level 12 which is 6 less healing at 1 level later. The next tier though is even worst as post-RE at level 17 got 5d6+12 while RE is only 4d6 at level 18. Plus the perpetual let you pick TWO items with the Healing trait for unlimited use so you could have also picked up another item for more versatility. The level 5 Field discovery seems like it might be intended to off set this by why Temp HP? I hate Temp HP as they are just another thing to keep track of and it's only INT mod so just give it extra healing on that. Advance Vials I think is the only major improvement to this research Field. It makes it so if a character is below 1/2 HP they don't suffer the coagulant time delay. Meaning you aren't stuck with a small one time use (1-4)D6 heal as an ally is near death. Mutagenist: This research path never interested me so don't know it that well but the merging of some of the mutagens and way they work seems like an improvement. Toxicologist: Poisons are just another extra thing to keep track of in combat and slow things down so kinda passed on this one but I feel it suffers a similar fate as Chirurgeon. The Field Vials are very narrow compared to the perpetuals which could have picked any poison before and it's not even a poison as it only adds damage to initial effect but no long last poison to do damage over time. There is a nice plus with the RE for Toxicologist though in that it can now get around resist/immunity and deal acid damage instead. Give that poison was one of the most common thing monsters had resist/immunity to was another reason the research field felt underwhelming but I think with this it could really help it's damage output. I do think the Toxicologist action economy is lacking though as while it gets the ability to apply poison as a 1 action instead of 2 it still has to MAKE it. Odds are they are not going to be using the limited 8 dailies but instead using VV which need 1 action QA to be made into poison that is applied to weapon. Sure you could use the VV as is for a small #D6 extra damage based on your level instead of a real poison but mechanically that feels more like choosing a power attack since it's 2 actions for a strike that depending on the weapon might not be adding an equivalent damage dice. And it's less than most precision damage boost which simply come as part of the normal strike though limited to things like target being off-guard. Conclusion: The alchemist was a class that didn't hit it's stride until mid game when it got it's perpetuals and had plenty of reagents to work with so your bag was overflowing with craftables. The early levels though really required some careful planning with the limited resources you had. I do think the RE really helped the early game Alchemist but I fear it came at the expense of the mid and late game as a number of options are now closed off due to some of the items mentioned above. I really hope they errata it in the way they original did as perpetuals were original very narrow in function but as alchemist items increased they increased from a set list to items with traits. I hope the field Vials get expanded in a similar way.
@EternalTotem
Ай бұрын
Love to get videos like. While working it’s really nice to have someone who explains things in details.
@Baelorthebard
25 күн бұрын
I think this is mentioned a little bit in the pinned comment, but from reading this I think the reason the versatile vile wording is used to describe both the versatile vile class feature is that the viles you have that last all day and the viles you can make with quick alchemy can be used the same way, either as slightly weaker acid bombs or for the special vile option you get in your research field. It's still worded weird though. New Alchemist is a huge improvement. Now we just need remasters for the Secrets of Magic, Guns & Gears and Dark Archive stuff, although realistically the only things that really need it are the archetypes they haven't already released errata for, like the Runelord.
@Anarch_Bushey
Ай бұрын
Adding special metals to acids is rad as fuck. I was concurrently performing heavy metals (acid) testing while listening to this 😂 Aqua Regis was traditionally used to melt silver and gold in the high mideval times
@FhtagnCthulhu
Ай бұрын
@@Anarch_Bushey aqua regia is still a go to when you need to dissolve noble metals. Silver dissolves in nitric better than in aqua regia though, because the chloride is insoluble.
@xxcoolkid69xx67
Ай бұрын
I'm so glad for these buffs, my chirurgeon player was having to put SO much work in to make his actions feel worth it.
@shrootskyi815
Ай бұрын
I quite like the changes, and I think they remove of a lot of the problems that the Alchemist suffered from. But I wish some of the new wording had been refined a bit, because there are some really confusing or convoluted parts, particularly in relation to versatile vials. Some examples: 1. Quick Alchemy creates a "versatile vial" that behaves differently to other versatile vials bit has the same name. 2. The research fields each have a "Field Vials" feature that gives them a new way to use their versatile vials. Other parts of the class refer to "the versatile vial option from your research field," which by process of elimination must be the option from Field Vial. IMO, it would much be clearer if the Field Vials feature was named as the place "the versatile vial option from your research field" is found. 3. By default, versatile vials deal acid damage and have the acid trait. However, the Toxicologist Field Vials feature makes their versatile vials deal poison damage and have the poison trait. However, the Toxicologist Field Benefit means that sometimes their vials will actually deal acid damage anyway, but keep the poison trait. This all feels like an unnecessarily complicated way of handling things. Honestly, I think part of the problem is that the word "vial" is spammed everywhere, which makes a lot of different things sound similar.
@geraldstacy3658
Ай бұрын
Depending on how the multiclass of this works with the investigator class, I may have to remaster a certain Venomtail Kobold of poisonous shenanigans... I do like the multiclass no longer requiring feats to progress adv. alchemy levels. Though having to wait till lv 12 to adjust the class DC's as a multiclass, and not being able to take advantage of the prisoner abilities might make it less than amazing.
@juanrapolinario
Ай бұрын
I'm so happy with the new alchemist. Thank you for the video, RulesLawyer.
@cruelcumber5317
Ай бұрын
For the toxicologist greater field discovery it does mention that the attacker can choose to forgo the effect.
@MrDUCKMAN5555
Ай бұрын
Hope pazio can do another book like this down the line with the other classes. Some of them need some rework love to bring them up to current class standard. Can't wait to use godbreaker.
@ferrisffalcis
Ай бұрын
bestial mutagen is now the bestie mutagen, pass it around to your wrestlers before kicking down a door to a dungeon
@cheezeofages
Ай бұрын
Your quick alchemy being vials of stuff rather than reagents helps with the flavor of that vials recharge. Instead of gathering components even when that might not make any sense you are instead getting mixtures ready. Sort of how spell prep is flavored in some systems as casting the spell up until the final activation incantation you are prepping some of the mixes so you can throw crap together quickly.
@Ezekieru
Ай бұрын
Where does it say you need at least one versatile vial in order to create a versatile vial via Quick Alchemy? Quick Alchemy only requires you be wearing or holding your alchemist's toolkit.
@soulcatcher521
Ай бұрын
I'm not saying this to pester you, pronunciations change over time, I say this because I think it's interesting in and of itself. The chi in chirurgeon is pronounced like Cairo, based on the greek letter Chi. Another place this affects us is the Chimera pronounced Kai -mer -a, not shim-er-a. The rest of the word chirurgeon is pronounced like surgeon (cause it's the historical source of that word) so Kai - rur - g - on
@Stephen-kz7rg
Ай бұрын
With regard to growing a head, there was an elixir that does that in the howl of the whild book. If the permenant elixir feat is still in two heads permanently is doable, although probably not a great strategy
@AlastarTehMaster
Ай бұрын
For the vials: this is amazing, this means that after each encounter, the alchemist can just use whatever leftover vials they have to give everyone some soothing tonics or elixirs of life. Really ups your recovery time.
@SemkOld
Ай бұрын
If you give the versatile vial adamantine through the advanced vial class feat, it avoids half the hardness of the object it’s striking. That said, it doesn’t tell us if it we should consider it standard or high grade adamantine and if it’s considered a thin item or item. I’d just imagine them as pellets in the vial and they fly out when it’s used.
@sableeyedscholar2135
Ай бұрын
if you look at the text at 5:24 and onwards it says that Versatile Vials can be "used for Quick Alchemy *and* your research field can add new ways to use the vials". Wouldn't this mean that the Mutagenist and Toxicologist field vials are not part of the Quick Alchemy feature? That would mean you wouldn't need to spend an action beforehand setting them up, the Quick Alchemy feature just lets you make an extra versatile vial for those features if you run out (at the cost of an obviously worse action economy).
@bakyra4683
Ай бұрын
Thanks for the info. It kinda murders how i was using the Alchemist archetype on my Summoner, to have some cool extras around for the party to use and throw.
@neevgranite1480
Ай бұрын
10:21 I see you with that PF1 "Unchained" joke.
@TheLunarboy4
Ай бұрын
I cannot wait to theorycraft weather it's better to build a witch with the cauldron feat and the alchemy dedication or an alchemist with the witch dedication and cauldron feat
@hammerspace8866
22 күн бұрын
I think the lowering of the poison damage makes sense for the alchemist. SInce alchemests can really use alot more poison every round if they want to. I guess it also makes poison less lethal when used against players. Characters with a low fortitude save can die pretty easilly by failing or crit failing 1 or 2 saves against poison.
@marianpetera8436
Ай бұрын
Alchemists have always had medium armor proficiency. Maybe you're confusing it with gators? 36:37 That's what Focus Cathartic and Sinew-Shock Serum were for. It's nice to have that as additive though. And the 2 original elixirs still have their uses, all is good :)
@paperwatt
Ай бұрын
These seem like great changes! If I'm understanding everything correctly, it makes it a lot easier to have those niche consumables made in combat for when they'll be useful. And making quick vials in a fight is super cool!
@Patar15
Ай бұрын
I still think Toxicologist should be able to attack in the same action they apply the injury poison on their weapon. There's archetypes that outshine the Toxicologist in this regard.
@ExterminatorElite
2 күн бұрын
30:20 Worth noting for alchemist archetypes for sure! With really limited versatile vials this will see daily use, and it is *definitely* the better alternative to the Voluminous Vials archetype feat. Great archetype pick for Alchemical Sciences Investigators as well.
@lawrl777
Ай бұрын
i think the main benefit of a toxicologist using a versatile vial as an injury poison is you get to inflict it with a blowgun or whatever and a range increment better than a bomb's 20ft, or with a melee weapon so you're not triggering Reactive Strikes, plus you can make infinite of these quick field vials so losing it on a miss is fine (which is already what happened with poisoned ranged weapons) but yeah creating, applying, and Striking with the injury poison as three separate actions feels weird, could use a clarification
@android19willpwn
24 күн бұрын
For the 2-action setup problems with the versatile vials, I think in normal play it would be just the opposite. You're going into a fight with six VVs. If you've got two actions to spare on a turn, you can first use quick alchemy to turn a VV into something stronger and more specific, then use it. However if you're tight on actions you can just use the vial directly without fist converting it with Quick Alchemy. It's going to be weaker than anything you could specifically turn it into, but it makes your action economy a little less strict. Once you're totally out of vials and need to quick alchemy to make one then yeah it's not so good, but that's just to make sure that even when you're out of resources you're not completely scuttled, like a caster having to rely on cantrips.
@GorgoPrimus
Ай бұрын
26:00 It has the words "and can choose to forgo this effect" in it, so you don't need to houserule it to add a way to avoid hurting an ally. You can just choose to not spray your ally.
@sirkittens5445
Ай бұрын
Something I think could make a lot of sense for alchemists wanting to drink/apply their field vial benefit more quickly is to pick up a Retrieval Belt (which most alchemists will definitely want in any case) and use that to free-action draw a versatile vial and use it. They get the benefits of their field vials as a single action, but it uses up their per-encounter vials rather than getting to use the free quick vials from quick alchemy
@aneldritchdreamgames5925
Ай бұрын
Adamantine as a damage type isnt usually a weakness but it does often overcome resistances, while physical (except adamantine) is somewhat pointless it would be futureproofed against the niche 'all damage (except adamantine) or if something did have adamantine weakness for some reason.
@Grifta
Ай бұрын
Simplifying Additive trait is the biggest win for me. That turned a handful of feats in to a needless cost/benefit analysis every time.
@Jason-ji8ql
Ай бұрын
Wasnt there an Alchemical Crossbow in Fall of Plaguestone? Is there a new one in Player Core 2?
@gustavotriqui
Ай бұрын
There are slashing bombs like Junk bomb, (at least pre remaster), so adamantine comes into play against creatures with resistance to all physical damage except adamantine
@justmonica9253
Ай бұрын
YES! This is nothing like what I thought new alchemist would be, yet it's somehow everything I want it to be. Less anxious choices, more spontaneity, reliable contributions- it's so good! Also as I read it combine elixir just straight up costs no more components than two separate elixirs do- that's insane. Incredible action economy on elixirs and it makes healing with elixirs rival cleric heals, but with a reduced range.
@trafalgarla
Ай бұрын
Really love what they did with the alchemist! There's so many cool classes now that it's hard to choose which one to play!
@adammasters684
Ай бұрын
So double brew is an action economy boost rather than making your vials go further? As pretty much all your going to use it for are consumables. So if you have quick bomber it's doesn't do anything for you ?
@thrawn82
Ай бұрын
16:30 i think mayberather than triggering weaknesses it is for the purposes of bypassing resistances. there are quite a few creatures that have high for the level resistances with the note "except dawnsilver, except adamantine, except cold iron, etc"
@Kilian874
Ай бұрын
Now i wonder what will it be for the Alchemist-like gunslinger "subclass": Munition Crafter. It gains advanced alchemy only to craft batches of bombs and alchemical ammunititions, and as now he can craft quite a lot of them (10 batches of 2 bombs/munitions at level 10). With the new rules it would become 4 batches of 2 items period, and that is a HUGE nerf, even given the possibility to craft items at your level. And considering that they are reworking a lot of alchemical items i wonder if in the new player core elemental ammunitions will see the activation action cost merged with the reload for firearm/crossbow users: 3 full actions for reload-activate the bullet-strike feels too action intensive, like the drinking of the field vials you mentioned. Obviously is nothing that cannot be homeruled safely, but an errata would make this more official.
@lincr.1988
Ай бұрын
I loved the changes but I don't get why Mutant Physique gives an Intimidation bonus... I mean Mutagenists need Str, Con, Int and Wis (cuz they suck at Will saves), Dex/Reflex is skippable cuz of Bulwark.. there's no room for Cha there 😵 Same goes for Mutant Innervation (Silvertongue Mutagen specifically).. a ranged Alchie doesn't have room for Charisma 😫
@derekbowen5820
Ай бұрын
I've only gotten to the 3rd change and this is already better than what I expected.
@Feralhyena
Ай бұрын
WRT the Bomber's Advanced Vial Feature, Adamantine being an option is good because it debuffs Shield and Shield Block effects, although an effective Item Quality callout should have been included for ease of adjudication, much the way Clad in Metal limits the kind and quality of the metal you coat the item with based on the Rank of the Spell. I'd house rule that the quality level should be limited by the level of the Vial in question, thus at 11th, a Bomber's Versatile Vial should halve the Hardness of any object with a Hardness of 14 or less, while at 17th, the Bomb halves Hardness of less than 17.
@Feralhyena
Ай бұрын
Also: Injection Spears and Alchemical Crossbows exist, so applying Elixirs to unwilling targets isn't impossible outside of using Healing Bomb.
@TheAssaisa1
Ай бұрын
Regarding adamantine, it halves hardness for most objects so this could make your vials better at breaking down doors or hazards
@lifirenk
Ай бұрын
As a toxicologist I struggle to get into situations where my poisons would affect a target for more than 1 turn. Additionally I found many things Ron listed as new or a buff that already existed within the class before the remaster.
@jorislamare1731
Ай бұрын
I don't know if it's been pointed out before but I'm confused by what you say about having to spend 2 actions to use field vials abilities. The way I read versatile vials and quick alchemy is: - you can use your versatile vials as bombs/field vials WITHOUT having to use quick alchemy, OR you can use QA to make any alchemical item you know - when using QA, you can either make an alch item OR make a versatile vial out of nothing Since you can draw from alchemist's toolkit as part of the action to use the vial, shouldn't you be able to poison a weapon with toxicologist field vial or drink it as mutagenist as one action only?
@slb797
Ай бұрын
Question: Does the familiar Master Ability “Extra Reagents” still exist? If so, does it apply to daily prep items or to the Versatile Vials? Kinda doubting it applies to both Currently in a campaign as a Level 2 Alchemist Bomber. Going to miss the plan of having 30+ bombs. But I don’t think I am going to miss that plan too much. Loving it!
@blueThumbnail
Ай бұрын
The alchemists are coming after our precious bodily fluids!
@xtrasquish
Ай бұрын
I wonder how the gunslinger's Munitions Crafter works now. It's based on the old alchemist, with features that no longer exist.
@fatherlloyd
Ай бұрын
Was I love the alchemist. Now I love him even more.
@JohninMinecraft
Ай бұрын
There are (or at least were pre-remaster) bombs that deal physical damage types (such as the nail bomb), the new level 11 feature would presumably make that damage ignore, say physical weakness with exceptions. This would be for when you use quick alchemy to make these bombs, with its first option, presumably.
@ArcaneOverride
Ай бұрын
Me upon seeing the video title: "ok Dr Strangelove, how good is it?"
@CommissarMitch
Ай бұрын
As someone who love Alchemist; Yes.
@PlatonicLiquid
Ай бұрын
That Voluminous Vials feat for the archetype is really bad when you can just take Improvised Admixture at level 4 or Efficient Alchemy at level 8
@vezrabuto7496
Ай бұрын
the quick vials feel like cantrips, love it
@roxyawooga6936
Ай бұрын
Never thought about trying Alchemist before but I def want to try bomber after all these changes, also good video man
@TheNeiven
Ай бұрын
Makes you wonder why Casters are still stuck with spell slots with how much other classes are getting in terms of Encounter powers
@albusvoltavern4500
Ай бұрын
I think that’s the point. Casters get flavorful spells, non casters get flavorful feats.
@toodleselnoodos6738
Ай бұрын
Casters get focused spells too, usually has some cantrip/extra thing. The Oracle has pseudo-FP via their Cursebound abilities.
@goflux
Ай бұрын
Not sure where the confusion is on Quick Alchemy. The very first sentence says "You can EITHER USE UP a versatile vial to make another alchemical consumable at a moment's notice OR CREATE an especially short-lived versatile vial.". The "quick vial" terminology is just shorthand to remind you that it is not a normal versatile vial and lasts for only your current turn (and thus cannot be used to rapidly refill your vial count). Seems pretty clear to me, but I tend to pick up rules pretty fast.
@TheRulesLawyerRPG
Ай бұрын
I just think it needs to say Option 2 creates a quick vial instead of a versatile vial, and the abilities that refer to it should say QV instead of VV
@goflux
Ай бұрын
@@TheRulesLawyerRPG That would probably improve readability.
@92ospe11
Ай бұрын
Ooo Hope you'll go over the other classes too! Like the changes to Swashbucklers!
@Raethen4e
Ай бұрын
So, is there any text stating where alchemical items appear when you create them with quick alchemy? You need to have a free hand so one would assume they appear in that hand, but then what happens with Double Brew? If you have two hands free can an item be in each one? What if you don't, where does the second item go? This was text that was missing from the pre-remaster alchemist that i was really hoping they would have clarified.
@xeticus5435
Ай бұрын
My Fleshwarp Alchemist will now have more tools to become the Nightmare Fuel he was destined to be. :D
@TheRealPalleh
Ай бұрын
With the mutagen, you don’t NEED to spend an action to make it, you have your x/combat vials that you can use. You’d only have to make one of A) you are out of visls B) you don’t want to waste your vials. This is just a confusion created by the entire mechanic of creating a temporary version of an item, and not changing the name, since it functions the same but with a shorter duration.
@rabidhellhound9714
Ай бұрын
"There's not a lot of foes that resist poison damage." All undead and constructs. Allowing poisoned weapons to deal acid damage instead GREATLY increases the poisoner's versatility in campaigns so that you don't have to worry about making a "useless" character if you end up fighting a lot of undead in an area and didn't have time and knowledge to prepare bombs instead of poisons.
@itsmefirefox
17 күн бұрын
Also creatures immune to poison still get effected by your poisons now.
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