Except the necromancer is just one build of the wizard, one possible options, and even them not every necromancy spell is automatically eeeevil and worthy of a powers check. We don't need a darklord of gentle repose.Ryan Naylor wrote:The alchemist is mucking around with the powers of life and death, and particularly his soul. That is cause for a Powers check, just as it is for necromancers and their spells.
In contrast, mutagen is a class feature almost every alchemist gets. Eleven of the thirteen archetypes get it. It's pretty key to the class.
Sneak attack is kinda a dick move as well. Few things more evil than stabbing someone in the back. Yet that's not worthy of an automatic Powers check.
And a ranger doesn't have to use their favoured enemy. A fighter could specialize in weapons they don't own. They can but they're not getting anything out of it, and it does not make penalizing a class feature okay.Ryan Naylor wrote:However, just as it is for necromancers and their spells (over even more so), an alchemist doesn't *have* to use their mutagens. I know this for a fact, because I have a Golarion-based level 5 alchemist and he's only ever used his mutagen twice so far. The rest of the time, he throws bombs and uses extracts. I know the class is viable without that ability.
Mutagen is a pretty handy power. +2 to AC and +4 to Dex for the cost of -2 Wisdom. That's good considering throwing bombs uses Dex increasing your chances to hit by 10%. It's a free cat's grace or bear's endurance.
(Would those spells provoke a Powers check as well?)
Again, there are many, many spell choices so you can swap out chill touch and never make a check. But you can't swap out mutagen easily, so you're purposely handicapping yourself.Ryan Naylor wrote:However, if you want to use the ability, you face the risk of Powers checks. If you use chill touch instead of burning hands, you face the same risk. But something else people need to understand is that a 1 or 2% chance of failure is really not very high, particularly if you can halve the risk for good intentions. If your GM is treating you fairly, your risk is quite low.
I wasn't fond of that any more than I was the leveling based failure of the fighter in the revised player book. Just playing the game shouldn't carry a base risk of corruption.Ryan Naylor wrote:There are some differences from the original arcanist though. The arcanist had to make Powers checks just based on levelling - there was nothing you could do to avoid it or minimise it. It was also at quite a high chance of failure, of 5% per level.
But it's also not a power limited to combat. Climbing a mountain range? The alchemist might regularly have strength boosted. Walking across a desert or forced marching? The alchemist might be relying on a Con boost.Ryan Naylor wrote:In comparison, there is a 1% chance the alchemist fails a Powers check, every time you use a mutagen. You can choose not to use a mutagen and avoid it that way. However, let's assume that you do use mutagens, and you use a new one every time you have an encounter. Note that that is also pretty unrealistic - in real play, not every encounter will be a combat encounter/require the use of a mutagen, and often, one mutagen will get you through several encounters. So this is a top end estimate.
Would it be acceptable to fail a Powers check in those situation? Would it make narrative sense for the alchemist to become corrupted by darkness for a skill check?
Two failures independent of any other evil deeds. Which also means they can't ever redeem themselves from those deeds either, unless they stop using mutagens. If they make a couple mistakes and have a couple other failures, this could push them into NPC status.Ryan Naylor wrote:If you're using the medium XP progression, your party needs about 20 encounters to level (again, this assumes you're only facing encounters at your APL and never at a higher APL, which is also unrealisitc - no boss fights). So there's a maximum of 20 1% Powers checks per level. That means you'd expect to fail a Powers check at level 5, 10, 15 and 20. This is one fewer failed checks than the arcanist, and gives you a better spread across levels.
Now, let's get a slightly more realistic estimate (but still quite high) of 13 mutagens per level. That means you'd only expect to fail a Powers check at level 8 and level 16.
Ryan Naylor wrote:So overall, the Powers check thing is not actually a huge hindrance. However, it is important for genre reasons (see Dr Jekyll's degeneration and Mr Hyde's increasing strength), so on balance I think it works out well. Similar to your final point, in fact: