Hello, all! This is the First Look thread for Alchemist's Vile Chemist enhancement tree.

If you haven't looked at the Base Class and Spellcasting threads yet, I suggest you do that first, then come back here.

Imbuing their concoctions and Simple weapons with potent poisons, Vile Chemists are versatile combatants. Between striking foes with poison-coated weapons and tossing Spellvials filled with toxins, Vile Chemists take a hybrid weapon/casting offensive role, dealing with individual targets effectively.



Cores

  • Core 1: +2 to saves vs. Poisons, +2 to saves vs. Diseases. Poison Spells you cast leave an enemy Contaminated.
  • Core 2: Poisoned Coating
    • Exclusive with Eldritch Knight Toggles.
    • Toggle: While active, deal an additional 1d6 Poison damage on hit. You gain an additional 1d6 every 3 Alchemist levels (at 6, 9, 12, 15 and 18). This damage scales with Spell Power.
    • Passive: While your Reaction is Orchidium, +5 PRR.
  • Core 3: +3% Doublestrike. You gain a chance based on your Intelligence score to throw an extra Simple Thrown Weapon per attack.
    • Passive: While your Reaction is Orchidium, +5 PRR.
  • Core 4: +10 Universal Spell Power, +5% Doublestrike and Doubleshot. Your Poisoned Coating dice are now D8s (instead of the original d6s). If you have Simple Thrown Expertise, you now use the higher of your Dexterity and Intelligence to determine the chance to throw an extra projectile.
    • Passive: While your Reaction is Orchidium, +5% Dodge and full Base Attack Bonus.
  • Core 5: Brushed Aside: You gain the Defensive Roll feat (When below 20% HP, there's a chance equal to your Reflex save that attacks do half damage and have their effects negated). Your Poisoned Coating Dice are now d10s (Replacing previous d8s). Your Simple Weapons gain +1 Competence bonus to their Critical Damage Multiplier.
    • Passive: While your Reaction is Orchidium, +5% Dodge Cap and +5 PRR
  • Core 6: +4 Intelligence. Your Poisoned Coating die size is now d12. You gain +2 Poisoned Coating dice.
    • Passive: While your Reaction is Orchidium, +10 PRR and +5% Dodge Cap.


Tier 1

  • Stiffen Skin: Ceruleite SLA.
  • Deadly Poison: +2 to hit and +1 to damage with Simple Weapons.
  • Alchemical Accuracy: +1/2/3 to attack
  • Martial Subtlety: -20/30/40% threat generation with melee and ranged attacks
  • Skills: +1/2/3 to Hide, Move Silently, and Bluff. Rank 3: +1 Reflex Saves


Tier 2

  • -
  • Deadly Poison: +2 to hit and +1 to damage with Simple Weapons.
  • Poisoned Shot: Multiselector: Melee/Ranged attack: +1/2/3[w]: On successful damage: struck enemies are Contaminated. (6 second cooldown).
  • Venom Affinity: +3/6/10 Poison Spell Power, Rank 3: +1 Reflex saving throws
  • Stone of the Subliminal: Alchemist's Stone Toggle: While wielding an Orb in your off-hand, you gain +5% Doublestrike, +5% Doubleshot, and are Blurry. You can only have one Alchemist's Stone Toggle active at a time



Tier 3

  • Wave of Poison: Cerulite SLA:
    • You infect enemies in a short cone with a deadly poison that eats away at them. After 6 seconds, target creatures take 1d6+4 Poison damage per Caster Level. (MCL:10). (6 second cooldown). Affected Enemies are Contaminated for 20 seconds.
  • Deadly Poison: +2 to hit and +1 to damage with Simple Weapons.
  • Toxic Augmentation: Striking an enemy that is Contaminated with a melee or ranged attack reduces their Fort Saves by 1, stacks 6 times.
  • Firm Ambition: When your reaction is Orchidium, you gain +1 Fortitude Save, +1 for every 5 Alchemist Levels you have
  • DEX or INT


Tier 4

  • -
  • Deady Poison: +2 to hit and +2 to damage with Simple Weapons.
  • Envenom the Heart: While your Poisoned Coating is active, hitting enemies that are immune to Poisons or Poison Damage makes them vulnerable to Poisons and Poison Damage for 12 seconds. Creatures you hit that are not immune to Poisons take 15% more Poison damage for a while.
  • Unbreakable Ambition: While your Reaction is Orchidium, +8 PRR.
  • DEX or INT



Tier 5

  • Greater Wave of Poison: Cerulite SLA:
    • You infect enemies in a short cone with a deadly poison that eats away at them. After 6 seconds, target creatures take 1d6+8 Poison damage per Caster Level. This will Contaminate enemies. (MCL:20).
  • Fatal Poison: +2 to hit and +2 to damage with Simple Weapons. +1 Competence Bonus to Critical Range with Simple Weapons. For Darts, this Range bonus is +2 instead.
  • Toxic Augmentation: Striking Contaminated enemies will apply stacks of Vulnerable.
  • Sapping Ambition: While your Reaction is Orchidium, attacking with Simple Weapons gives a 10% chance to gain 10 temporary Spell Points +1 per Alchemist level.
  • Chemical Weapon: Passive: Your Simple Weapons gain +1[w]. Your simple ranged thrown weapons attack 15% faster.



Known Issues
  • N/A


Bugs Fixed Since Preview 1
  • Tier 5 Enhancement tooltip no longer erroneously lists a Competence Bonus to Critical Multiplier. (It remains in the 5th Core as intended)
  • The "Ambition" enhancements in each Alchemist Enhancement Tree that grant bonuses to saves now properly grant their +1 base bonus as described
  • "Stone" toggles in each of the Alchemist Enhancement Trees now properly add and remove their effects when you equip/unequip Orbs and toggle the stance on/off.
  • Vile Chemist's Greater Wave of Poison effect no longer overwrites its own Wave of Poison.