Alchemists & Inquisitors in Pathfinder Society


Pathfinder Society

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Now that the Alchemist and Inquisitor classes are available for open playtest, they are legal for play in Pathfinder Society Organized Play. However, there are a few adjustments and clarifications that need to spelled out for their use in Pathfinder Society.

Alchemist

  • Alchemists can use the Craft (alchemy) skill to produce items with their Alchemy (Su) ability. Follow the Craft rules in the Core Rulebook as well as the alchemist's Alchemy ability description. Any item created must be properly noted on that scenario's chronicle sheet. Under Items Bought, note the gold amount spent and the item created. Note: Alchemists (and only alchemists) can use Craft (alchemy) to produce poisons but are restricted to the list below.
  • Alchemists are assumed, for Pathfinder Society Organized Play, to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus to their Craft (alchemy) check.
  • As per page 18 of the Guide to Pathfinder Society Organized Play, alchemists may never sell or trade any of their created items to another PC. However, they may allow other PCs to borrow or use items they've created (so long as their class ability being used allows them to do so).
  • Alchemists, because of their Poison Use (Ex) class ability, are allowed to purchase and use poisons. For now, they are the only class that has a list of "always available poisons" as noted below—no other class may purchase poisons unless they appear on a chronicle sheet. Alchemists are limited to the following poisons from the Core Rulebook:
    Quote:


    *Giant wasp poison
    *Large scorpion venom
    *Medium spider venom
    *Shadow essence
    *Small centipede poison
  • As poison use is something that carries with it a legacy "rule" that poison use is "an evil act," for the sake of Pathfinder Society Organized Play, using poison is no more evil than casting fireball. Paladins, per their code of conduct, will still not use poisons, but don't necessarily view the use of poisons as an evil to be opposed—it's simply something their code prohibits them from doing.
  • Finally, Alchemists in Pathfinder Society do not receive Brew Potion as a bonus feat at first level, instead they receive Dodge as a bonus feat. They do not have to meet the prerequisite for Dodge to receive it as a bonus feat, but they must meet the prerequisite for Dodge (Dex 13) in order to continue down that feat chain (Mobility, Spring Attack, etc).

    Inquisitor

  • An inquisitor may follow an evil god, so long as he is one step away from that god's alignment. This does not allow an inquisitor to get around the "no evil alignment" rule, however, and is not an excuse for a player to play an evil character.

  • The Exchange 5/5 RPG Superstar 2010 Top 16

    Excellent. Thank you, Josh.


    So since there seems to be no such thing as an "ex-alchemist", as long as a character has at least one level in alchemist, those poisons will always be available for purchase in PFS? Or would the character need at least two levels in alchemist in order to have the Poison Use ability before poisons can be bought?


    You need to have the poison use ability in order to be able to buy and create poisons (for the sake of organized play). This means you'll need at least 2 levels of alchemist to achieve this.

    Great question!

    Grand Lodge 4/5 *

    Awesome. I am trying out the Alchemist on Saturday.

    Scarab Sages 1/5

    I'm game we occasionally run across a new poison. Is this something we can reproduce with a successful Craft DC.

    Scarab Sages

    Alchemists may craft poison through their Craft(Alchemy) Skill and are restricted to the ones lists above. How many doses are crafted?


    One dose.

    Liberty's Edge 2/5 5/5 **

    The alchemist class description notes that alchemists use material components in making their extracts, but such components are "comparable to the valueless components of most spells." I understand that an "alchemist's pouch," similar to a spell component pouch, is supposed to be included in the APG when it comes out, but in the meantime, do alchemists need to purchase a "spell" component pouch for Pathfinder Society play?


    Updated first post to note how to handle Brew Potion.


    Joshua J. Frost wrote:
    Updated first post to note how to handle Brew Potion.

    I know this will sound hopelessly nitpicky, but I don't suppose you could throw an "even if they do not meet the prerequisites" after "bonus feat", could you?


    That's already assumed when you use the word "bonus" before "feat." :-)

    They just get it.

    Sovereign Court

    Pathfinder Adventure Path Subscriber
    Joshua J. Frost wrote:

    That's already assumed when you use the word "bonus" before "feat." :-)

    They just get it.

    Bam I'm jumping on this one because I'm playing an Abyssal Sorcerer. Is this true for the Sorcerer feats (Augmented Summoning) as well, someone can point me in the right direction otherwise.


    Joshua O'Connor-Rose wrote:
    Joshua J. Frost wrote:

    That's already assumed when you use the word "bonus" before "feat." :-)

    They just get it.

    Bam I'm jumping on this one because I'm playing an Abyssal Sorcerer. Is this true for the Sorcerer feats (Augmented Summoning) as well, someone can point me in the right direction otherwise.

    No such luck: "At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats."

    In fact, in the Core Rulebook, Jason was very, very clear about whether you needed to qualify for a given bonus feat or not. He deserves extra credit for clarifying the Rogue's "Feat" ability: it used to say "A rogue may gain a bonus feat in place of a special ability" in 3.5 and now it says "A rogue may gain any feat that she qualifies for in place of a rogue talent". Kudos, Jason!

    And now Josh is backsliding... Tsk, tsk.


    I'm evil that way. Plus, it's better than front-sliding.

    Spoiler:
    Changed the entry above.

    5/5

    Joshua J. Frost wrote:
    Updated first post to note how to handle Brew Potion.

    Do you have an alternate use for the witch's cauldron hex or should it just be disallowed?


    Cauldron is simply not allowed.


    Following your lead, I am reposting a previous inquire....

    Are Alch considered casting class for prestige classes? I assume arcane?


    They are not considered casters, no.


    I have a random question about the Alchemist as I'm about to play 1 in a new game we're starting. If I take the Fast Bombs discovery at 8th level can I throw bombs and something else interchangeably as part of a full-attack? For instance say I use Rapid Shot and have this discovery could I throw 1 bomb and 2 daggers (with the -2 on attack rolls of course)? Or is it limited to strictly bombs? I guess that also spawns the question can I use Rapid Shot in addition to Fast Bombs?


    You'll want to ask that question in this forum since that doesn't specifically relate to Pathfinder Society.


    I actually did here:

    http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/alchemistsAndOrganizedPlay

    But I wasn't sure if it should be asked here or not and you answered that.


    I've searched through the Society Players Guide and found nothing for this so figured I should ask here. When and how many Craft (Alchemy) rolls is an Alchemist allowed to make each session to craft Alchemical Items?

    Since the cost of an Alchemical item would be 1/3 the cost if you made your craft roll it seems like it would be best to make as many as you could though I can't seem to find anything like make these rolls before or after a session as each item takes on average 3-7 days for a low level alchemist.


    Shane Banzhaf wrote:

    I've searched through the Society Players Guide and found nothing for this so figured I should ask here. When and how many Craft (Alchemy) rolls is an Alchemist allowed to make each session to craft Alchemical Items?

    Since the cost of an Alchemical item would be 1/3 the cost if you made your craft roll it seems like it would be best to make as many as you could though I can't seem to find anything like make these rolls before or after a session as each item takes on average 3-7 days for a low level alchemist.

    Craft skills and feats are not allowed in PFS play.

    1/5

    Enevhar Aldarion wrote:
    Shane Banzhaf wrote:

    I've searched through the Society Players Guide and found nothing for this so figured I should ask here. When and how many Craft (Alchemy) rolls is an Alchemist allowed to make each session to craft Alchemical Items?

    Since the cost of an Alchemical item would be 1/3 the cost if you made your craft roll it seems like it would be best to make as many as you could though I can't seem to find anything like make these rolls before or after a session as each item takes on average 3-7 days for a low level alchemist.

    Craft skills and feats are not allowed in PFS play.

    First bullet point of the thread: Alchemists are an exception. They, in fact, can use Craft (Alchemy) to create alchemical items for personal use only.

    Also, to answer the actual question, Josh has spoken on this point. You may only make one such item at a time, and you're beholden to any time constraints of the scenario itself, but for crafting 'between' sessions there's no limit but your GM's patience.

    Sovereign Court 1/5

    dotting

    Shadow Lodge 2/5

    Shane Banzhaf wrote:

    I've searched through the Society Players Guide and found nothing for this so figured I should ask here. When and how many Craft (Alchemy) rolls is an Alchemist allowed to make each session to craft Alchemical Items?

    Since the cost of an Alchemical item would be 1/3 the cost if you made your craft roll it seems like it would be best to make as many as you could though I can't seem to find anything like make these rolls before or after a session as each item takes on average 3-7 days for a low level alchemist.

    One check between sessions makes it questionable at lower levels, you would through 2-3 sessions before you finished your first item.

    This has me scratching my chin right now as I'm looking at an alchemist character. I guess if I just stick to smokesticks I have a 60% chance of having one for the next session. I guess that increases pretty quickly though by 3rd level you are making DC15 items 75% of the time.

    Another, related question is whether the alchemy skill check is exclusive of the profession/ craft check between levels.

    Shadow Lodge 2/5

    Chris Kenney wrote:

    First bullet point of the thread: Alchemists are an exception. They, in fact, can use Craft (Alchemy) to create alchemical items for personal use only.

    Also, to answer the actual question, Josh has spoken on this point. You may only make one such item at a time, and you're beholden to any time constraints of the scenario itself, but for crafting 'between' sessions there's no limit but your GM's patience.

    Josh,

    I don't suppose you could confirm this bit? Essentially alchemists can make as many items as they would like between sessions.

    1/5

    0gre wrote:
    Chris Kenney wrote:

    First bullet point of the thread: Alchemists are an exception. They, in fact, can use Craft (Alchemy) to create alchemical items for personal use only.

    Also, to answer the actual question, Josh has spoken on this point. You may only make one such item at a time, and you're beholden to any time constraints of the scenario itself, but for crafting 'between' sessions there's no limit but your GM's patience.

    Josh,

    I don't suppose you could confirm this bit? Essentially alchemists can make as many items as they would like between sessions.

    As long as they can afford the raw materials. Essentially, it's a price break with a (low) chance of getting nothing for the discounted price.


    Chris Kenney wrote:
    As long as they can afford the raw materials. Essentially, it's a price break with a (low) chance of getting nothing for the discounted price.

    What he said.

    Shadow Lodge 2/5

    Thanks for clearing that up Josh and Chris!

    Shadow Lodge 2/5

    So I'm crafting a bunch of acid flasks for my alchemist and the GM says "can you sell those"?

    Which brings up an interesting curiosity. Crafting alchemy is at 1/3 cost and you can sell items at 1/2 price earning a nice little profit with each sale, potentially earning a lot more gold than your typical day job roll allows.

    I'm not planning on having my character open up an alchemists shop but it seems like something some folks will try and work so I thought I would put it out there.


    0gre wrote:

    So I'm crafting a bunch of acid flasks for my alchemist and the GM says "can you sell those"?

    Which brings up an interesting curiosity. Crafting alchemy is at 1/3 cost and you can sell items at 1/2 price earning a nice little profit with each sale, potentially earning a lot more gold than your typical day job roll allows.

    I'm not planning on having my character open up an alchemists shop but it seems like something some folks will try and work so I thought I would put it out there.

    It sounds like a situation similar to selling items granted for free to PCs from their faction. Since you can't sell the wand of CLW your faction gives you, you shouldn't be able to sell something you crafted. As it is, alchemists get the ability to craft, which is unique in PFS, so pushing it to try to get extra character wealth seems like too much.

    Shadow Lodge 2/5

    yoda8myhead wrote:
    0gre wrote:

    So I'm crafting a bunch of acid flasks for my alchemist and the GM says "can you sell those"?

    Which brings up an interesting curiosity. Crafting alchemy is at 1/3 cost and you can sell items at 1/2 price earning a nice little profit with each sale, potentially earning a lot more gold than your typical day job roll allows.

    I'm not planning on having my character open up an alchemists shop but it seems like something some folks will try and work so I thought I would put it out there.

    It sounds like a situation similar to selling items granted for free to PCs from their faction. Since you can't sell the wand of CLW your faction gives you, you shouldn't be able to sell something you crafted. As it is, alchemists get the ability to craft, which is unique in PFS, so pushing it to try to get extra character wealth seems like too much.

    Totally agree and I won't be selling anything I craft. It just strikes me as the kind of thing someone might feel is a clever way to get their character some extra wealth.


    Alchemists cannot sell the items they craft.

    This will be noted in 2.3.

    Dark Archive 1/5

    Question about the Advanced classes, 3PP materials and PfS. If there are new spells brought about from some of the extra materials (Infernal Healing in particular) that were not mentioned in the APG, is there rulings on whether or not they can be added to an Alchemist's formulae list. Infernal Healing is sort of equivalent to Cure Light Wounds (a lvl 1 formulae) as well as fits the flavor of an extract (imbibing a solution containing part demon's blood).

    I just wanted to know whether this spell would be something that could be added to my formulae list (and also in essence to my available wand list) or not. Also, I can't think of any other in particular atm, but what kind of ruling would other spells from 3PP fall under for Organized Play in PfS?


    No material from 3PP is allowed in PFS at all. If it is not published by Paizo, then there is no chance it will be made legal for use.


    Enevhar Aldarion wrote:
    No material from 3PP is allowed in PFS at all. If it is not published by Paizo, then there is no chance it will be made legal for use.

    I think he meant to say "non-core books" rather than "3PP" (Infernal Healing is in a book Paizo published, not some third-party publisher).

    At any rate, we'll see what the APG has to say about the alchemist's formula list when it comes out.

    Shadow Lodge 2/5

    Criik wrote:

    Question about the Advanced classes, 3PP materials and PfS. If there are new spells brought about from some of the extra materials (Infernal Healing in particular) that were not mentioned in the APG, is there rulings on whether or not they can be added to an Alchemist's formulae list. Infernal Healing is sort of equivalent to Cure Light Wounds (a lvl 1 formulae) as well as fits the flavor of an extract (imbibing a solution containing part demon's blood).

    I just wanted to know whether this spell would be something that could be added to my formulae list (and also in essence to my available wand list) or not. Also, I can't think of any other in particular atm, but what kind of ruling would other spells from 3PP fall under for Organized Play in PfS?

    The spell lists are going to be what's specifically in the book. One of the downsides of organized play is lack of flexibility.

    Grand Lodge

    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
    hogarth wrote:
    Enevhar Aldarion wrote:
    No material from 3PP is allowed in PFS at all. If it is not published by Paizo, then there is no chance it will be made legal for use.

    I think he meant to say "non-core books" rather than "3PP" (Infernal Healing is in a book Paizo published, not some third-party publisher).

    At any rate, we'll see what the APG has to say about the alchemist's formula list when it comes out.

    The PFS FAQ lists the complete set of resources you may draw character material from. the 3.0 FAQ will most likely be adding APG Release and taking out APG Playtest.

    Grand Lodge

    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
    Joshua J. Frost wrote:

    Alchemists cannot sell the items they craft.

    This will be noted in 2.3.

    Can they use the Craft skill for the session's job money roll?

    Shadow Lodge 5/5

    LazarX wrote:
    Can they use the Craft skill for the session's job money roll?

    Yes, but note the day job only include the following:

    Quote:
    Skill Ranks + Ability Score modifier + any applicable feat or trait bonuses

    You may not use any of your class bonuses to alchemy.

    Liberty's Edge 4/5 5/55/5 **

    Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
    MisterSlanky wrote:
    LazarX wrote:
    Can they use the Craft skill for the session's job money roll?

    Yes, but note the day job only include the following:

    Quote:
    Skill Ranks + Ability Score modifier + any applicable feat or trait bonuses
    You may not use any of your class bonuses to alchemy.

    hmmmm.... Item Bonuses are not allowed?... I will have to look that up.

    Shadow Lodge 5/5

    Dragnmoon wrote:
    hmmmm.... Item Bonuses are not allowed?... I will have to look that up.

    Yup. It's in the guide, and here in this thread Josh re-iterates it (check one post down from the post I've liked to). You may not add in racial bonuses, class bonuses, bard-song bonuses, or any bonus classified as morale, situational, competence, etc. In fact, the way it's written, I'm not even sure you can add in your three point bonus for it being a class skill.

    5/5

    MisterSlanky wrote:
    In fact, the way it's written, I'm not even sure you can add in your three point bonus for it being a class skill.

    I personally read it that way as well. The +3 for a class skill bonus is a misc. modifier to the skill check, not actually a skill rank and it's not from a feat or trait.

    I personally think it helps balance the playing field for the roll, since not all classes have the craft/profession/perform as class skills. This would also be in line with the removing of racial and class abilities to affect the roll IMHO.


    Sniggevert wrote:
    MisterSlanky wrote:
    In fact, the way it's written, I'm not even sure you can add in your three point bonus for it being a class skill.

    I personally read it that way as well. The +3 for a class skill bonus is a misc. modifier to the skill check, not actually a skill rank and it's not from a feat or trait.

    I personally think it helps balance the playing field for the roll, since not all classes have the craft/profession/perform as class skills. This would also be in line with the removing of racial and class abilities to affect the roll IMHO.

    The problem with dealing with such arbitrary lines is that no one really knows where they are or why.

    If it's meant to simulate downtime occupations then it should have everything included.

    Meanwhile if its just meant to be an across the board bonus tied to a random roll.. then nothing should be included.

    Either way its a needless complication to have these very arbitrary lines be drawn that are completely outside the realm of the game.

    -James

    2/5

    With inquisitor taking domains, are they allowed to take subdomains or do they need to stick to the normal domain powers?

    The Exchange 5/5 RPG Superstar 2010 Top 16

    Pete, the rule is that only Clerics, with a capital C, can take subdomains.

    Grand Lodge 2/5

    Pathfinder Starfinder Roleplaying Game Subscriber
    MisterSlanky wrote:
    In fact, the way it's written, I'm not even sure you can add in your three point bonus for it being a class skill.

    The way I read it in the Core the +3 is 'bonus ranks' in that skill and the way it's worded in the Guide should fall under 'skill ranks'.

    However, over all I'm not sure making such a strange grey area for this tiny pittance of gold means much even over the life of the character. Even if you got +150 gp for each and every Chronicle 150x33 is only 4950 which hardly covers the cost of a +1 weapon. To put it another way that works out to 3 1st level potions or 6 1st level scrolls a session. A small boon up to level 3 probably, but nothing seriously game changing. After that, probably no worth tracking on your Chronicle they'd be so nominally useful.

    Unless there's some other wealth curve math I'm missing.

    The Exchange 5/5 RPG Superstar 2010 Top 16

    MisterSlanky wrote:
    In fact, the way it's written, I'm not even sure you can add in your three point bonus for it being a class skill.
    Zizazat wrote:
    The way I read it in the Core the +3 is 'bonus ranks' in that skill and the way it's worded in the Guide should fall under 'skill ranks'.

    Zizazat, whether the +3 bonus is allowed for Day Job rolls or not, those are not ranks in any sense of the word. They don't qualify a character for prestige classes that require a certain number of ranks in a skill, for example.

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