My name is Elly East, and I am the fastest dwarf alive. Once I was just an ordinary alchemist with the armour expertise feat. But due to an Errata I am trained in heavy armour now. With my mutagens I reach speed no dwarf has ever experienced and because I am a dwarf I never slow down. With the help of my friends I save people all around golarion. I am the The Flash of Steel
Thanks Nonat for bringing these Changes to the attention of a wider audience! And also to Paizo for taking care of the issues of the low level alchemists and finetuning the system...
I truly appreciate the much needed Alchemist fixes. However, Alchemical Alacrity is still in an odd position where it still requires Enduring Alchemy to function intuitively. That 3rd item will still most likely be unused before it expires. That Enduring Alchemy should’ve been added as a class feature just like Powerful Alchemy.
I really like the Alchemist changes... before they felt in a lot of cases like they worked out more or less like a caster with no cantrips to fall back on. Now they have the resources to be a lot more flexible.
There's one other pretty big change in the errata: carrying items. Basically, many containers - belt pouches, sheaths, bandoliers, and stuff like that - are abstracted away. You're just assumed to have stuff like that around. So any item you carry is either Held (in your hands, of which you usually have two), Worn (easily accessible via pouches and stuff), or Stowed (in a backpack or similar thing). The only real limits on Worn stuff is (a) you can only wear 2 bulk worth of Toolkits (or 1 light bulk if you're wearing fine clothes), and (b) what the GM deems reasonable ("No, you can't wear a bow, a polearm, a shield, and an axe at the same time."). Worn items generally take one action to ready, or is readied/replaced as part of the main action if it's a toolkit (though that still needs empty hands). Stowed items usually take 2+ actions to ready.
You said that bandoliers and the like were abstracted away (good choice by the developers), but do they still exist in any way mechanically? I mean, can you still use a bandolier to take out healer's tools and use battle medicine all in one action? If not, then combat healing has been significantly nerfed.
@@bolt7 You can "wear" a toolkit without needing a bandolier, so you don't need to spend actions to prepare for battle medicine. There is some discussion on how many free hands you need though - healer's tools say they need two hands, and there's nothing about battle medicine that overrides that, so RAW is you need a worn toolkit + two free hands. The limit on wearing toolkits and being able to use them without actions to draw them is 2 bulk normally, but only 1 light bulk if wearing fine clothing (the tool belt doesn't go very well with the ball gown).
@@BalooSJ Thank you for the clarification. To rephrase, now all worn (but not stowed) tools sets act like they used to when in a bandolier (ie. you can draw them as a part of the action to use them). The new limitation being how much bulk of tools you can wear. Source Material (paizo.com/pathfinder/faq, part 1): Page 287 adds a paragraph on Wearing Tools: "You can make a set of tools (such as alchemist’s tools or healer’s tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use." Fine clothing reduces that limit to light Bulk worth of tools.
@@BalooSJ There is some discussion to be had, unfortunately they made one change in the errata which indicates the direction they would go, but then they made no changes to Battle Medicine. In the errata they changed the requirement line of Treat Wounds to: "Page 248: To reflect the clarification on healer's tools allowing you to draw them as part of the action if you're wearing them, change the Requirements to "You are holding healer's tools, or you are wearing them and have a hand free"." What was not changed is that Battle Medicine acts like Treat Wounds in many way, but is its own action and the requirement line for Battle Medicine did not include this change. Therefore we must for now assume it has been intentionality left unchanged and does not require a free hand.
@@LordCyler In the actual PDF, Battle Medicine just says "you need to be holding or wearing healer's tools." Using healer's tools takes two hands, and there's nothing in the description of Battle Medicine that says otherwise. So while RAW could be clearer, I'm pretty sure it means you need two hands. That's the same phrasing that's used for e.g. Repair, though that's usually an exploration activity unless you're really good and have Quick Repair.
The Character Book seems like a great idea!... Except the character book will be outdated by the next official books release... Great idea, but only functional once support for 2E stops, unless you are only adding core rulebook stuff? In which case it is already outdated. Lol
With such a big boost to alchemists, it's still so weird that they haven't made it so Monks can be legendary with unarmed attacks. That's the ONE class that seems like that should be a given.
The only class that gets Legendary attacks is the fighter. It is essentially their "extra damage" mechanic. Barbarians rage, Rogues sneak attack, and Fighters are Just That Good.
There's one buff Alchemists still need: They are still the *only* class that can't get above Expert proficiency with any kind of weapon or attack. Not even alchemical bombs. Meanwhile, there are *7* classes (counting the playtest for Gunslinger and Inventor) that not only get Master proficiency with bombs, they also get Expert with the, *earlier than Alchemists do*
I hope they help out the bard and champion, like they did the alchemist, in the next round of erratas. There are a few areas that they could really use help in. I hope they watch your reviews... and other UA-camr's to see some of the suggestions they might use.
Bards are widely considered to be the best class in the game, though a large portion of their power is mediated through others (in other words, bards are great because they make everyone else much better). They have full casting, and they have a number of different interesting paths they can go with their feats. There's one thing I'd change though, and that's the Polymath muse. I'd make Esoteric Polymath the intro feat, and change Versatile Performance to a regular bard feat. Most of the Polymath feats are based around spell flexibility and require Esoteric Polymath, while Versatile Performance is pretty useless if you're planning on taking Diplomacy and Intimidation anyway.
@ "More feats" is something pretty much any class can say. For champion specifically the niche mainline feats only open the door for a ton of archetypes and playstyles. 9 months later, hundreds more hours of play time and I can tell you definitively that champion is incredibly strong.
As a newb to 2e. Will this errata be automatic if I buy the most recent book or the most recent pfd or should I be watching out for these kinds of things.
Because they would have the same attack bonus of martials AND now they do some amount of damage even when missing, which is a free poor's man certain strike. So yea, it would be massively unfair considered you can pump consumables for all the party
@@maicolbellomo5623 that would be a fair argument if it wasn't a limited resources that also has a issue of not being able to apply runes and only being master in simple weapons and bombs would still put them below martials in terms of all day output till way later levels when running out of bombs is basically impossible also if I am pumping out consumables for the party that is less bombs lowering the daily damage output even further
@@THEdeadlynightshade1646 with the new errata with bomber you can make 3 bombs per batch. Not having runes is not that big of a deal because you have growing item bonus to attack rolls and pseudostriking for the weapon dices. Also the persistent and splash damage (now even with a failure to hit) can be even better than property runes in medium-long fights. Of course a martial is gonna hit better and harder, of course runes all-around are more powerful: they are goods, pricey goods. Alchemist has everything FREE everyday, able to adapt in combat and utility (for example we are exploring the jungle for months in aoa, free antiplagues would be op op). Having played one, I can assure you that past level 5 you have dam enough reagents for the day, even if you give some items to the party. Before that you can help yourself with the bonus one from familiar. The point is, however, that I'm sorry if the flavour is cool and all, but you're role is not the one of a chemical monster dishing out mountains of damage, but of an invaluable support as an alternative to caster. And trust me, you can do really nice things prepping up before fights once you have enougg reagents, casters with fixed slots are not "always better". You have a good all arund-swiss knife called quick alchemy
@@maicolbellomo5623 except nothing in this game is free it cost resources that could be used for something else example that making 3 bombs is cool but then you remember that you can't use most additives like the persistent damage one since it wasn't made via quick alchemy but advanced so the choice becomes more bombs or better bombs till you get the unlimited lesser bomb then you can have big bombs made with advanced alchemy and better effects weaker bombs at the same time but till then it's still a limited resources that has opportunity cost also you could literally take a multiclass into I think it was herbalist for medical stuff
Still waiting for Bombers to get Master or someday legendary to throw alchemical bombs. Weapon specialization has benefits for it but you never reach it.
New to pf2e and somehow ran 2 sessions as an Alchemist and just hit lvl2 and never read about signature item >.< Reread the field research block and now will no longer be cheating myself out of ~5 bombs a day thanks lol.
Did people actually play Bloodline Breadth like you described? It's very obviously how the errata describes it, having to be so specific in the errata is ridiculous. WTF is wrong with people trying to game systems? Inconceivable.
Maybe i've been reading it wrong but the alchemist comes across as the weakest class (mechanics only, RP they are cool) out of any of the options out at the moment. What is it that actually makes them powerful?
Whenever I see errata for 2e I hope that they add more focus points to shapeshifter druids, but nope. Realistically a ten minute rest to regain the one isn't a struggle, but having that extra elbow room for your primary method of existence would be nice. Edit: woops said 5e instead of 2e. Gonna blame dyslexia on that one haha
@@kamencraftbrasil4367 I get why there are erratas, but part of me misses the "good old days" where what you bought was what you got. If there were balances issues, then they became part of the game and it was up to each DM to houserule them. If you found a glitch in your video games, use if you want. I bought the game with the glitch, it's not up to the company I bought it from to either repair the glitch online or force me not to play anymore.
As an alchemist, I am always excited to hear of buffs for the class!
My name is Elly East, and I am the fastest dwarf alive. Once I was just an ordinary alchemist with the armour expertise feat. But due to an Errata I am trained in heavy armour now. With my mutagens I reach speed no dwarf has ever experienced and because I am a dwarf I never slow down. With the help of my friends I save people all around golarion. I am the The Flash of Steel
Thanks Nonat for bringing these Changes to the attention of a wider audience! And also to Paizo for taking care of the issues of the low level alchemists and finetuning the system...
I truly appreciate the much needed Alchemist fixes.
However, Alchemical Alacrity is still in an odd position where it still requires Enduring Alchemy to function intuitively. That 3rd item will still most likely be unused before it expires. That Enduring Alchemy should’ve been added as a class feature just like Powerful Alchemy.
Even then, you have to use an action to pull it out... instead of an action to make one.
I really like the Alchemist changes... before they felt in a lot of cases like they worked out more or less like a caster with no cantrips to fall back on. Now they have the resources to be a lot more flexible.
There's one other pretty big change in the errata: carrying items.
Basically, many containers - belt pouches, sheaths, bandoliers, and stuff like that - are abstracted away. You're just assumed to have stuff like that around. So any item you carry is either Held (in your hands, of which you usually have two), Worn (easily accessible via pouches and stuff), or Stowed (in a backpack or similar thing). The only real limits on Worn stuff is (a) you can only wear 2 bulk worth of Toolkits (or 1 light bulk if you're wearing fine clothes), and (b) what the GM deems reasonable ("No, you can't wear a bow, a polearm, a shield, and an axe at the same time."). Worn items generally take one action to ready, or is readied/replaced as part of the main action if it's a toolkit (though that still needs empty hands). Stowed items usually take 2+ actions to ready.
You said that bandoliers and the like were abstracted away (good choice by the developers), but do they still exist in any way mechanically?
I mean, can you still use a bandolier to take out healer's tools and use battle medicine all in one action?
If not, then combat healing has been significantly nerfed.
@@bolt7 You can "wear" a toolkit without needing a bandolier, so you don't need to spend actions to prepare for battle medicine. There is some discussion on how many free hands you need though - healer's tools say they need two hands, and there's nothing about battle medicine that overrides that, so RAW is you need a worn toolkit + two free hands.
The limit on wearing toolkits and being able to use them without actions to draw them is 2 bulk normally, but only 1 light bulk if wearing fine clothing (the tool belt doesn't go very well with the ball gown).
@@BalooSJ Thank you for the clarification.
To rephrase, now all worn (but not stowed) tools sets act like they used to when in a bandolier (ie. you can draw them as a part of the action to use them). The new limitation being how much bulk of tools you can wear.
Source Material (paizo.com/pathfinder/faq, part 1):
Page 287 adds a paragraph on Wearing Tools: "You can make a set of tools (such as alchemist’s tools or healer’s tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use." Fine clothing reduces that limit to light Bulk worth of tools.
@@BalooSJ There is some discussion to be had, unfortunately they made one change in the errata which indicates the direction they would go, but then they made no changes to Battle Medicine. In the errata they changed the requirement line of Treat Wounds to: "Page 248: To reflect the clarification on healer's tools allowing you to draw them as part of the action if you're wearing them, change the Requirements to "You are holding healer's tools, or you are wearing them and have a hand free"." What was not changed is that Battle Medicine acts like Treat Wounds in many way, but is its own action and the requirement line for Battle Medicine did not include this change. Therefore we must for now assume it has been intentionality left unchanged and does not require a free hand.
@@LordCyler In the actual PDF, Battle Medicine just says "you need to be holding or wearing healer's tools." Using healer's tools takes two hands, and there's nothing in the description of Battle Medicine that says otherwise. So while RAW could be clearer, I'm pretty sure it means you need two hands.
That's the same phrasing that's used for e.g. Repair, though that's usually an exploration activity unless you're really good and have Quick Repair.
The Character Book seems like a great idea!... Except the character book will be outdated by the next official books release...
Great idea, but only functional once support for 2E stops, unless you are only adding core rulebook stuff? In which case it is already outdated. Lol
With such a big boost to alchemists, it's still so weird that they haven't made it so Monks can be legendary with unarmed attacks. That's the ONE class that seems like that should be a given.
You can't give a class legendary defenses *and* legendary offense. That'd be nuts.
And monks don’t get nice things. They aren’t supposed to hit things.
“Flurry of misses”
The only class that gets Legendary attacks is the fighter. It is essentially their "extra damage" mechanic. Barbarians rage, Rogues sneak attack, and Fighters are Just That Good.
There's one buff Alchemists still need:
They are still the *only* class that can't get above Expert proficiency with any kind of weapon or attack. Not even alchemical bombs.
Meanwhile, there are *7* classes (counting the playtest for Gunslinger and Inventor) that not only get Master proficiency with bombs, they also get Expert with the, *earlier than Alchemists do*
Ohh! Sounds like I need to Update a TOS 2nd CORE/PRO editions!!!! THANKS for the heads up!
I hope they help out the bard and champion, like they did the alchemist, in the next round of erratas. There are a few areas that they could really use help in. I hope they watch your reviews... and other UA-camr's to see some of the suggestions they might use.
Bard and champion are easily the two best classes in the game right now... where might they even need help?
Bards are widely considered to be the best class in the game, though a large portion of their power is mediated through others (in other words, bards are great because they make everyone else much better). They have full casting, and they have a number of different interesting paths they can go with their feats.
There's one thing I'd change though, and that's the Polymath muse. I'd make Esoteric Polymath the intro feat, and change Versatile Performance to a regular bard feat. Most of the Polymath feats are based around spell flexibility and require Esoteric Polymath, while Versatile Performance is pretty useless if you're planning on taking Diplomacy and Intimidation anyway.
@ "More feats" is something pretty much any class can say. For champion specifically the niche mainline feats only open the door for a ton of archetypes and playstyles. 9 months later, hundreds more hours of play time and I can tell you definitively that champion is incredibly strong.
Where can we find all of the errata at? I didn't even realize this was a second wave of changes until you pointed it out.
@@allanon3031 Thank you much!
An example of the summoned creature controlling a creature is the animate dead to summon a specter, they could make thralls with spectral corruption.
Wooo more Nonat!
As a newb to 2e. Will this errata be automatic if I buy the most recent book or the most recent pfd or should I be watching out for these kinds of things.
The most recent PDF has the changes. The book will depend on printing, so you can never assume it'll be up to date.
Woo alchemy buffs now we just need master with bombs and were set
I dont understand how it's even possible they don't get to Master in bombs.
Because they would have the same attack bonus of martials AND now they do some amount of damage even when missing, which is a free poor's man certain strike. So yea, it would be massively unfair considered you can pump consumables for all the party
@@maicolbellomo5623 that would be a fair argument if it wasn't a limited resources that also has a issue of not being able to apply runes and only being master in simple weapons and bombs would still put them below martials in terms of all day output till way later levels when running out of bombs is basically impossible also if I am pumping out consumables for the party that is less bombs lowering the daily damage output even further
@@THEdeadlynightshade1646 with the new errata with bomber you can make 3 bombs per batch. Not having runes is not that big of a deal because you have growing item bonus to attack rolls and pseudostriking for the weapon dices. Also the persistent and splash damage (now even with a failure to hit) can be even better than property runes in medium-long fights. Of course a martial is gonna hit better and harder, of course runes all-around are more powerful: they are goods, pricey goods. Alchemist has everything FREE everyday, able to adapt in combat and utility (for example we are exploring the jungle for months in aoa, free antiplagues would be op op). Having played one, I can assure you that past level 5 you have dam enough reagents for the day, even if you give some items to the party. Before that you can help yourself with the bonus one from familiar. The point is, however, that I'm sorry if the flavour is cool and all, but you're role is not the one of a chemical monster dishing out mountains of damage, but of an invaluable support as an alternative to caster. And trust me, you can do really nice things prepping up before fights once you have enougg reagents, casters with fixed slots are not "always better". You have a good all arund-swiss knife called quick alchemy
@@maicolbellomo5623 except nothing in this game is free it cost resources that could be used for something else example that making 3 bombs is cool but then you remember that you can't use most additives like the persistent damage one since it wasn't made via quick alchemy but advanced so the choice becomes more bombs or better bombs till you get the unlimited lesser bomb then you can have big bombs made with advanced alchemy and better effects weaker bombs at the same time but till then it's still a limited resources that has opportunity cost also you could literally take a multiclass into I think it was herbalist for medical stuff
What do you think of the Perpetual Infusions of the Alchemist (Chirurgeon)?
So does taking elixirs of life as signature items at level 1 make the chirurgeon's field discovery pointless then?
No, because that only works for Minor Elixirs of Life and the Field Discovery allows any level of Elixir of Life.
Tbh it now makes alchemists better for longer days its a good change and doesn't really unbalance them, its a fun class to play but is no monk hehe
Still waiting for Bombers to get Master or someday legendary to throw alchemical bombs. Weapon specialization has benefits for it but you never reach it.
New to pf2e and somehow ran 2 sessions as an Alchemist and just hit lvl2 and never read about signature item >.< Reread the field research block and now will no longer be cheating myself out of ~5 bombs a day thanks lol.
Oh hell yeah, alchy buffs, let's goooo
Did people actually play Bloodline Breadth like you described? It's very obviously how the errata describes it, having to be so specific in the errata is ridiculous. WTF is wrong with people trying to game systems? Inconceivable.
Come on, ride along the Alchemist hype train!
Maybe i've been reading it wrong but the alchemist comes across as the weakest class (mechanics only, RP they are cool) out of any of the options out at the moment. What is it that actually makes them powerful?
Other players can use their resources.
Hey you forgot the very important change in bulk and carry itens...
Didn't alchemist have high Dex anyway? So their bombs hit in case of a bomber
Whenever I see errata for 2e I hope that they add more focus points to shapeshifter druids, but nope. Realistically a ten minute rest to regain the one isn't a struggle, but having that extra elbow room for your primary method of existence would be nice.
Edit: woops said 5e instead of 2e. Gonna blame dyslexia on that one haha
So now my Corebook has become a redundant Playtest book.... 😥
Please finish advanced archetypes.
I definitely plan to! Stuff has been getting in the way so it's been tough to find the time, but I promise it's coming this week!!
Yay! I so didn't want to read the errata.
take notes wotc
What's the point of buying the paper books anymore?
I heard paizo wanted to do exclusively pdf but the community wanted them to still make physical books.
@@kamencraftbrasil4367 I get why there are erratas, but part of me misses the "good old days" where what you bought was what you got.
If there were balances issues, then they became part of the game and it was up to each DM to houserule them.
If you found a glitch in your video games, use if you want. I bought the game with the glitch, it's not up to the company I bought it from to either repair the glitch online or force me not to play anymore.
Massiv buffs...that actually dont do much for the alchemist ^^`
5 genie sorcerer geniekin that act like a weird power rangers group...... so I got bored the other day
No link to the errata, no good audio... What happened? Absolutely no time?
Stay crunchy.