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===Pathfinder Second Edition=== [[File:Alchemist PF 2e.png|thumb|right|300px|Fumbus, Pathfinder 2e's iconic Alchemist]] Second Edition saw the Alchemist promoted to be part of the CRB classes, likely thanks to their popularity. As part of the revamp, they no longer have any access to spells. This means that alchemists are now exclusively crafters of all manner of alchemical items - the same ones you can buy in a shop, but now these items progress like tiered spells (Though it's almost always tiered rather than being an occasional thing). Incidentally, this makes said items more useful for non-Alchemists to buy past level two. Helping them out with this is the limited access to special reagents that allow them to make new items on the fly. This leaves them to suffer in combat, as they are only proficient in light armor, simple weapons, and bombs by default and have these proficiencies progress about as well as a caster's. (This isn't much of an issue, though, as bombs do have splash damage.) Alchemist subclasses essentially pick one sort of item to focus on: potions, bombs, mutagens, or (as of the APG) poisons. As you progress, each of these subclasses grants you the ability to effectively create infinite quantities of low-level items from their chosen field. Each also gives minor boosts to their chosen items at level 1 and 13 (bombs don't splash on friendlies and eventually expand their splash range; potions let crafting replace medicine for healing checks and eventually let healing potions max out their heals; mutagens allow a single mutagen that was used that day to resurface for a bit and finally allow mutagens to stack; poison makes applying it onto a weapon easier and eventually will enable poisons to stack on weapons). This does, unfortunately, mean that the Alchemist isn't able to craft as well in other fields thanks to these specializations. This new Alchemist does get a mixed reception, especially from newer players that are not familiar with craftable items list (it doesn't help that they are tucked into a big book and don't have their own dedicated section like spells). The fact that you're hard locked into only one Alchemist item focus misleads from the fact that this is a flexible utility class, even more flexible than a wizard (the spells they prepare for the day are limited by what they copied into their book, while you can also make items from your book at any moment. Also, a GM is more likely to have NPC shop keepers that know alchemy recipes than finding a spellbook). Remember, you're the guy that always well stocked with antivenom, resistance, healing potions, throwing snares, and performance-enhancing drugs, even when taking an extended trip through the [[Abyss]].
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