Rock wrote:But it can make regular potions.
The feat is a prerequisite.
Brew Potion at 3rd caster level. Assume 5 levels of base class then entry to AP. You can brew potions at CL 5 and up to 3rd level spells, but you won't be making potions with custom caster levels. Its the 'standard potion', literally the bare minimum.
Rock wrote:Just invest the number of ranks in the PrC you want, and continue in the base class for the rest. It's no different from people dipping two to four levels in Fighter for the bonus feats and Weapon specialization.
That's exactly what I am trying to mitigate with my rework of the AP. The class chassis of the AP is unfair to players. To put in another way, imagine a player coming to you saying that they want to play a Commoner NPC class in a campaign where the other players have PC class heroic characters. The gulf in power, utility and potential for fun is vast, and will create problems in the game. The AP has virtually the same chassis, except that the AP gets 4 skill points per level instead of the commoners 2, and the AP has a single good save (Will).
tomokaicho wrote: Otherwise you have the worst class chassis in the game and an absolute incentive for cherry picking high alchemy feats instead of ever taking levels in this class. At best, a dip. Its sad.
Unless the AP is made into a playable class, then the AP becomes a class where you dip and cherry pick. You end up optimizing tactically against the weakness of the AP instead of making the AP itself playable as a class.
One of the great things about 3.X was the attempt to make crunch meet the demands of the fluff. 2E had great fluff, but actualizing the fluff in the game required a lot of handwaving by the DM. The AP should be as powerful as other equivalent prestige classes, no more no less. As published, its more or less an NPC class like the commoner, expert or aristocrat. Its even significantly less powerful than the NPC class adept.