Chasing the Philosopher's Stone: N. Jolly's guide to the Pathfinder Alchemist


Advice

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Silver Crusade

Espy Kismet wrote:

You forgot the flask thrower and Launching Crossbow.

While these too don't seem to give much to bomb builds.. It can significantly increase your range, and adds enhancement bonuses to the ammo and the like.

You could also use Focused Shot adding your Int modifier twice to the damage with a launching crossbow. Definitely get some of the more advance feats for it though.

So you could technically do quite a bit, since a bomb becomes an ammo in the launching crossbow.. or some silly such. Lots of bonuses. Though I don't know how much you could add.

Just added both weapons, thanks for the catches. Both are really more of a bomber thing though, and I mentioned the investment that the Launcher Crossbow entails, since it's a buck load of feats needed to make it optimal. I suppose you could wait until level 8 to pick up C.B. Master since you can't use bombs faster than that though, so it lightens the load a little.

I did list focus shot for this, since the requirements for it are things you'll normally be taking, as well as it being great with Explosive Missile. The biggest issue is the range in which it puts you, since generally bows are heralded for their range. But for the launching one, it is the same range, so it's not as big an issue.

Making bombs into ammo is pretty nice, which is the main draw of this stuff.

The Todd wrote:

I saw the tangle shot ammunition on the weapons list. This effectively increases your touch attack range to 55ft at the loss of arrow damage. I see no reason why bombs wouldn't stack on it either. That great for early levels.

Snoodle McDoodle, my Alchemist, just got Explosive Missile at 4th. I usually start combat with a Hybridized Alchemical Weapon Explosive Missile. Now with the tangle arrow it'll,be touch and as soon as I get a sipping shirt it'll be double INT from Admixture as a swift.

Snoodle like to make things go BOOM!

Edit: Oh yeah and if you wanna throw bombs underwater, underwater crossbow. Situational but you never know.

It does give you a lot more range with tangleshots, that's true.I suppose if you're just doing it for the entangle, it holds a lot of value. I think this guide is really showing the power of archery, especially for Alchemist.

That's a pretty nice combo, maybe later you could post a build for your Alch to show what it can all do.

And yeah, I'd list that, but I really don't think it comes up often enough. Maybe later I will.

More pruning done, magical armor done, a new intro done, and a bit about potions (expect more) now done. Also a ton more races reviewed, including the first Purple race for Hyde. I'll probably be doing a poison section too, since I feel like that's been overlooked so far, as well as a list of potions and such that are worth getting.


In the equipment section, you listed the mithral breastplate having no ACP? That's not true, it has a -1 ACP, since it starts at -4, and mithral reduces it by 3. If you take the armor expert trait, it's fine, otherwise a -1 to attacks all the time isn't worth the +2 AC in my opinion.

Silver Crusade

Martiln wrote:
In the equipment section, you listed the mithral breastplate having no ACP? That's not true, it has a -1 ACP, since it starts at -4, and mithral reduces it by 3. If you take the armor expert trait, it's fine, otherwise a -1 to attacks all the time isn't worth the +2 AC in my opinion.

I listed it as ACP 0 because it's also masterwork, which lowers it by another -1. As far as the description reads, the -3 from being mithril does not include the reduction for being mithril as well. If you can find anything that says otherwise, please let me know as I'd like to keep things as accurate as possible. Also if that's true, the breastplate drops significantly (unless you take the Armor Expert trait, as you've pointed out.) In the cost it states that the item is required to be masterwork to be made of mithril, which is why I assumed it to be at a 0 ACP.

Is there anything that seems to be missing from this guide, something else that you'd like to see in order to make a better Alchemist?


I just started playing an alchemist a week ago. I hopped online a few days later to see if there was a guide, and behold here is a new one! It was interesting to read so thank you. I don't agree with all of your color choices (relating to strength of the choice) but thats going to happen with 100% of guides. I will offer some opinions on those after I have played the character for several levels.

Silver Crusade

Ciaran Barnes wrote:
I just started playing an alchemist a week ago. I hopped online a few days later to see if there was a guide, and behold here is a new one! It was interesting to read so thank you. I don't agree with all of your color choices (relating to strength of the choice) but thats going to happen with 100% of guides. I will offer some opinions on those after I have played the character for several levels.

I'll admit I haven't straight playtested everything that I'm reviewing (how could I?), so there's bound to be some points in which I'm wrong about how certain things would do in the field. But I've played about 5-6 Alchemist now, so I've got a pretty good handle on the class. But getting information from actual games is always helpful, so I'm looking forward to seeing what advice you have to offer once you've played yours for a bit longer. And you're welcome, this guide has been a lot of fun.

Just finished off the section about poisons, it's more of a "how to" rather than a review of the different ones, which I think is overall more helpful to someone who wishes to poison. Now that I've procrastinated long enough, I'll be getting onto potions and magical items now, so expect this guide to be tentatively completed by Tuesday or Wednesday. Although I will still be adding to it regularly as new material comes out, possibly with an addendum for Mythic rules, although I'm not sure how much I'll care to dedicate to that.


I'd like to see some additional material. Choosing my free formulae can be pretty tough. Wracking my brain to devise clever ways to use one is rewarding when it works out, and I don't think I need 100 spells to choose from, but a little more diversity would help. As a matter of fact, further discussion of the spells in the guide would help. Many guides IMO have an almost dismissive review of most spells. The best uses of spells are often the less obvious ones.


You forgot Merciful on the enchantments list. It's actually better than the elemental properties as it stacks with your weapon damage, rather than subject to DR and energy resistance separately.

Student of Philosophy (Quests and Campaigns, makes diplomacy and bluff's useful aspects based on int) is worth a mention as a trait. Finding Haleem is 3.5 and the prototype for the favored class bonus.

RPG Superstar Season 9 Top 16

This is personal preference, but I really hate rating systems that use purple. It's hard for those options to "pop out" when browsing.

Silver Crusade

Ciaran Barnes wrote:
I'd like to see some additional material. Choosing my free formulae can be pretty tough. Wracking my brain to devise clever ways to use one is rewarding when it works out, and I don't think I need 100 spells to choose from, but a little more diversity would help. As a matter of fact, further discussion of the spells in the guide would help. Many guides IMO have an almost dismissive review of most spells. The best uses of spells are often the less obvious ones.

While I like the spirit of what you're suggesting, part of the fun of playing this class if figuring things out for yourself. I'd rather actually leave that discussion to this thread, since it'd be nice to see people's experiences. But I think that's outside the purview of a guide. I can't explain everything, and the number of combinations and combos you could do are almost exponential in scope.

The point of the guide is to give you just that, a guide. Too much hand holding removes the agency of the player. The purpose of my guide is to open up options that players might not have thought about before, things that are possibly under the radar.

But if anyone has any combos they'd like to share (I might list a few of my fave Grenadier combos later), I'd love to see them.

deuxhero wrote:
You forgot Merciful on the enchantments list. It's actually better than the elemental properties as it stacks with your weapon damage, rather than subject to DR and energy resistance separately.

I'm not really big on that one. The nonlethal isn't useful against everything, which dulls it a lot in my opinion. Plus it's still resistant to DR. The elementals are still subject to energy resistance, but they at least don't turn your damage into non lethal.

Potions are now up, and soon comes the most difficult part of the guide for me. Hope you guys have enjoyed this as much as I have, and I plan on updating whenever new material is issued.

Cyrad wrote:
This is personal preference, but I really hate rating systems that use purple. It's hard for those options to "pop out" when browsing.

I originally had it as Cyan, but that was too bright. I mainly went purple because it was easier to read than that, and it was more classic.


Not my "creation" but there's Touch Injection+Potion of Polypurpose Panacea (sleep). No save touch attack to put an enemy to sleep. (The potion is needed to lock the effect to sleep instead of letting the enemy chose something else)


deuxhero wrote:
Not my "creation" but there's Touch Injection+Potion of Polypurpose Panacea (sleep). No save touch attack to put an enemy to sleep. (The potion is needed to lock the effect to sleep instead of letting the enemy chose something else)

Except you can't make a potion Polypurpose Panacea, because it has a range of Personal.

Despite infusions like that working, I don't think Alchemists get a way around the general potion rules.


Yup. To my knowledge infused extracts have to be ingested.

Shadow Lodge

The problem with using Alchemical Weapon with bombs is that bombs are inert until the alchemist actually uses the standard action to prime and throw them. I don't know if you can consider them weapons until he turns the vials into bombs, at which point you've already used your standard action for the round.

Shadow Lodge

N. Jolly wrote:
Martiln wrote:
In the equipment section, you listed the mithral breastplate having no ACP? That's not true, it has a -1 ACP, since it starts at -4, and mithral reduces it by 3. If you take the armor expert trait, it's fine, otherwise a -1 to attacks all the time isn't worth the +2 AC in my opinion.
I listed it as ACP 0 because it's also masterwork, which lowers it by another -1. As far as the description reads, the -3 from being mithril does not include the reduction for being mithril as well. If you can find anything that says otherwise, please let me know as I'd like to keep things as accurate as possible. Also if that's true, the breastplate drops significantly (unless you take the Armor Expert trait, as you've pointed out.) In the cost it states that the item is required to be masterwork to be made of mithril, which is why I assumed it to be at a 0 ACP.

I think you'll find that this thought process is in the minority. I can't find any rules that explicitly state it at the moment, but I think the line of reasoning is that anything made of mithral is automatically masterwork: there's no sequential process where something is first masterwork and then made of mithral (no addition of bonuses), and the price of being made masterwork is included in the price of being mithral.


Ciaran Barnes wrote:
Yup. To my knowledge infused extracts have to be ingested.

Touch injection works. It's just hard to use infusions offensively, which is a good thing. Since they let you put caster only - no save - spells on other people.

Grand Lodge

For Delay bomb..

Trick number Uno - The bomb explodes if /any/ other creatures tries to move it. A little glue or wax, and then put it on something a creature would have to move. Like a door. Direct hit without having to roll~

Since you have to be level 8.. You have at least 8 rounds before it blows. So you attach it to a door, turn on its timer. Shoot someone on the side of the door the bomb isn't on. Have them run to you and go through the door, taking a double move action. The moment they touch the door and cause it to move.. KABLAMO Immolation bomb goes off. Ouch.

If you don't have a door.. well there is a few more tricks you can try. The bomb explodes when its cracked.. So you place it under a plate of some kind and as soon as someone runs over it.. Crack.. Blam!

Mind you of course, this isn't something that you're going to be doing /all/ the time. But in some campaigns you could be doing it quite a bit, especially if you are for some reason separated from the rest of your part.

Now another things, Delayed bomb + Sabator's bore bomb or Demolition bomb. When you begin to know what a lay out of a dungeon or castle or whatever building you're in.. Place a bomb on a wall. 8+rounds to get around to the other side.. If timed right, could blow a hole through a door or wall. Thematically this could be pretty cool, especially if you've got a keg of gunpowder or other explosives to assist it.

Add in remote bombs to make precise timers for several minutes. My biggest beef is the line of effect+dc 20+X for the distance you'd detonate it at. Gotta figure out how to make such a crazy DC.

Also, another thing to note.. Humans can have /any/ humanoid racial archetypes with racial heritage feat.

Silver Crusade

thejeff wrote:
deuxhero wrote:
Not my "creation" but there's Touch Injection+Potion of Polypurpose Panacea (sleep). No save touch attack to put an enemy to sleep. (The potion is needed to lock the effect to sleep instead of letting the enemy chose something else)

Except you can't make a potion Polypurpose Panacea, because it has a range of Personal.

Despite infusions like that working, I don't think Alchemists get a way around the general potion rules.

Actually, an Alchemist can make a potion of anything on their list.

Quote:
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

It specifically says any, and since Polypurpose Panacea doesn't have a saving through, it should work. Nice combo, didn't think of this one before.

Serum wrote:
The problem with using Alchemical Weapon with bombs is that bombs are inert until the alchemist actually uses the standard action to prime and throw them. I don't know if you can consider them weapons until he turns the vials into bombs, at which point you've already used your standard action for the round.

I can understand the thought process there, but as long as you're willing to use the Move and Standard action, I don't see a reason why it'd be unfair. You could just flavor it as adding the alchemical item as you add the final reagents to create the bomb, especially once you hit a swift action. Nothing about it is really broken, so unless it's a balance concern, it's not a huge issue how you flavor it.

Serum wrote:
I think you'll find that this thought process is in the minority. I can't find any rules that explicitly state it at the moment, but I think the line of reasoning is that anything made of mithral is automatically masterwork: there's no sequential process where something is first masterwork and then made of mithral (no addition of bonuses), and the price of being made masterwork is included in the price of being mithral.

Unless you can find a rule that specifically states that the masterwork bonus is included in that, I stand by my statement. The description of Mithril doesn't say it subsumes the masterwork bonuses, so as far as I'm concerned, it doesn't. It's the RAW, but I'll be sure to put a note in the description about what to do if your GM rules otherwise, since it seems to be a bit of a grey area. If you find anything to prove me wrong, please show it to me, as I want this guide to be as accurate as possible.


N. Jolly wrote:
thejeff wrote:
deuxhero wrote:
Not my "creation" but there's Touch Injection+Potion of Polypurpose Panacea (sleep). No save touch attack to put an enemy to sleep. (The potion is needed to lock the effect to sleep instead of letting the enemy chose something else)

Except you can't make a potion Polypurpose Panacea, because it has a range of Personal.

Despite infusions like that working, I don't think Alchemists get a way around the general potion rules.

Actually, an Alchemist can make a potion of anything on their list.

Quote:
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
It specifically says any, and since Polypurpose Panacea doesn't have a saving through, it should work. Nice combo, didn't think of this one before.

I went to look and then noticed that you'd quoted the bit that disproves it. :)

Quote:
The spell must be one that can be made into a potion.
Which means the standard potion rule applies:
Quote:
Spells with a range of personal cannot be made into potions.

Silver Crusade

thejeff wrote:

I went to look and then noticed that you'd quoted the bit that disproves it. :)

Quote:
The spell must be one that can be made into a potion.
Which means the standard potion rule applies:
Quote:
Spells with a range of personal cannot be made into potions.

Well I was wrong, that's good to know. That's another reason I'd rather not put tips and tricks in the guide, some of them can be shaky by RAWs. Good catch, man.

I think once I get back from working out, I'll be starting on magic items. I'll probably be sectioning them out to which areas of the body they effect (Belts, bracers, ect). If you've got any favorites you think deserve special note, let me know so I can include them.


For crafting using the craft skill. VERY USEFUL for poisoners. Amazing Tools of Manufacture. Found in the ARG. Provides a +4 circumstance bonus, and Can make 2,000 gp worth of progress in one hours time, per day. Many poisons that coat up to 2,000 can be quickly made in less than an hour and with master alchemist feat, that can be many doses at the same time.

Also: Vest of Stable, Formula Alembic, Hybridization Funnel, Boro Bead, Preserving Flask, Volatile Vaporizer, Noble's Vigilant Pillbox, Admixture Vial, Cauldron of Brewing, Explosion Pocket. These are all great items to use as well.

Poison advice:
There are a few poisons that are poisons but aren't found in the poison list. One of which is woundweal (great on thistle arrows), another is spell scorch (ARG duergar poison) to use on spellcasters.

Drow poison, blue whinnies, dragon bile, death blade, giant wasp, spell scorch, and wound weal are great contact/injury poisons.

Grand Lodge

The gnome sabator, i dont see where you cut down to roinds per level for the capstone..

Silver Crusade

Grizzly the Archer wrote:

For crafting using the craft skill. VERY USEFUL for poisoners. Amazing Tools of Manufacture. Found in the ARG. Provides a +4 circumstance bonus, and Can make 2,000 gp worth of progress in one hours time, per day. Many poisons that coat up to 2,000 can be quickly made in less than an hour and with master alchemist feat, that can be many doses at the same time.

Also: Vest of Stable, Formula Alembic, Hybridization Funnel, Boro Bead, Preserving Flask, Volatile Vaporizer, Noble's Vigilant Pillbox, Admixture Vial, Cauldron of Brewing, Explosion Pocket. These are all great items to use as well.

Poison advice:
There are a few poisons that are poisons but aren't found in the poison list. One of which is woundweal (great on thistle arrows), another is spell scorch (ARG duergar poison) to use on spellcasters.

Drow poison, blue whinnies, dragon bile, death blade, giant wasp, spell scorch, and wound weal are great contact/injury poisons.

I'll have to check out the tools and such, since speedy crafting is a huge boost.

I'm on magical items now, so I'm getting to just those things, although I'm trying to keep them class specific (Everyone could use Goggles of True Sight), but I'll keep an eye out for those.

As for poisons, I've already said my peace about them, so anything else is open to how you want to play your character.

Espy Kismet wrote:
The gnome sabator, i dont see where you cut down to roinds per level for the capstone..

Oh darn, I read that wrong. I'll change it, which makes it better. Sorry about that, I read it a little too hastily.

Belts, body, chest, and eye slots are completed, next up is footwear and beyond. I'm hoping to finish this whole thing off by tuesday or such, but I'm still taking any suggestions that you may have.

Grand Lodge

Not to mention, you can stealth anywhere. With the bonuses.. reduce person, and other things, honestly it wpuld take someone /very/ dedicated to perception to see you

TSing only works out to 120 feet. While within that range, you rely on HIPS instead (Since well, TS doesn't detect people who are hiding)

HIPS isn't just useful for alt rogues. Unless your going against a guy totally dedicated to the art of perception, you can stack more bonuses on your stealth check, causing you to be able to 'snipe' anywhere.

10 ac is easier to hit that 25 or 13 even. Can't catch the weapon either (Snatch arrow)

You /could/ even melee with it. HIPS till you are in range, and go full attack with a vivsectionist. Take five foot step back, and hide on your next turn.

I don't really suggest that though. But seriously, you're not limited to lighting conditions or terrain types.

Silver Crusade

Espy Kismet wrote:
Not to mention, you can stealth anywhere. With the bonuses.. reduce person, and other things, honestly it would take someone /very/ dedicated to perception to see you

The problem is unless you dedicate to defeat mundane stealth stoppers (Scent, tremorsense, blindsense, blindsight, etc) your stealth check can be a million and you still get caught. Yeah you can Hellcat Stealth and Dampen Presence (Maybe I should review those feats as well...), but at base it's not very valuable. The rest of the archetype isn't giving anything great either, but I could see bumping it up to orange for the Rogue Substitutes. I just don't like giving up offensive things for non offensive things.

Grand Lodge

N. Jolly wrote:
Espy Kismet wrote:
Not to mention, you can stealth anywhere. With the bonuses.. reduce person, and other things, honestly it would take someone /very/ dedicated to perception to see you
The problem is unless you dedicate to defeat mundane stealth stoppers (Scent, tremorsense, blindsense, blindsight, etc) your stealth check can be a million and you still get caught. Yeah you can Hellcat Stealth and Dampen Senses (Maybe I should review those feats as well...), but at base it's not very valuable. The rest of the archetype isn't giving anything great either, but I could see bumping it up to orange for the Rogue Substitutes. I just don't like giving up offensive things for non offensive things.

Scent - Conceal Scent Feat, Scent Cloak helps some, or A durian fruit covered in wax. Hell, cover yourself in doe urine like real life hunters do.

Tremor Senses - Easy, don't touch the ground. (Or get on big rocks.)

Blindsense/Sight is a little more tricky. You could stay outside the range of it, or get a hide from animal/undead. Luckily there is very little out there that has this, though How little, I don't know. Though, if the enemy is using Hearing (Echolocation) make it deaf. Or dampen Presence.

REally I don't think you need hellcat if you have HIPS

Grand Lodge

Okay next thing.. And here is a reason to have a tumor familiar.. Familiar Archetypes.. specifically the Valet one.

Regardless if its attached or not, it grants all its abilities to you.

So with the Valet
Double Crafting Speed
Teamwork feats
Aid other

So, all those teamwork feats, you can do without any other player picking them up.

So of Notable note..

Duck and Cover - Hopefully you won't have to use this one. But 2 rolls for reflex, /if/ your DM is kinda mean and tries to go for both you and your familiar with a fireball.

Escape Route - An ally who has this feat provokes No AoO. For moving through squares adjacent to you or within your space. So Spring attack, cept better?

Look out - Always act during surprise round?

Shake it off - While not too good.. You get a +1 bonus to all saves.

Stealth Synergy - Possibly a good one.

Oh and On the subject of the previous statement

Scent - Negate Aroma
Tremor Sense - Anything that you could do to not touch the ground
Blindsense/Site - Suppress Presence
HIPS - Visual/True Sight

So, yes, I guess the Capstone should be at the most Orange.. or maybe green. Cause improved Invisibility isn't great, even if it lasts 20 hours, though one has to wonder when does one lose the +20 on stealth it grants.

But the HIPS anywhere, regardless of terrain or lighting and +20 to stealth checks.. Yeah. Thats scary...

+20 from CM +3 from CS (Get it somehow.. Highlands Trait is good, gives another +1 or +2) +20 from ranks, +8 from size mod +4-9 from dex +6 from Skill focus Stealth +4 from stealthy +8 enhancement from chameleon...

So far looking at 73-78 stealth as your base. +1-20 from die roll. And I'm sure you could find some more things that are not enhancement/circumstance bonuses to add into that. Invisible does add another +20 onto your stealth checks... and every 10 feet away from the target you gain another +1 to it.

If you are a gnome vivisectionist.. Goggles of the Sniper or assassin and you do sneak attack at any range. While not quite as amazing as Hyde, Theoretically, you could be a scary freaking gnome that no one could see. Just a spirit that kills people.


thejeff wrote:
Ciaran Barnes wrote:
Yup. To my knowledge infused extracts have to be ingested.

Touch injection works. It's just hard to use infusions offensively, which is a good thing. Since they let you put caster only - no save - spells on other people.

This sentance appears in the alchemist's class feature Alchemy.

"An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist."

This one appears in the Infusion discovery. To my knowledge, imbibe literally means drink.
"An infused extract can be imbibed by a non-alchemist to gain its effects."

And since Alchemy references imbibing a potion, here are the rules that govern activating a potion:
"Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.

A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils. Any corporeal creature can imbibe a potion or use an oil.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature's throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature."


Ciaran Barnes wrote:
thejeff wrote:
Ciaran Barnes wrote:
Yup. To my knowledge infused extracts have to be ingested.

Touch injection works. It's just hard to use infusions offensively, which is a good thing. Since they let you put caster only - no save - spells on other people.

This sentance appears in the alchemist's class feature Alchemy.

"An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist."

This one appears in the Infusion discovery. To my knowledge, imbibe literally means drink.
"An infused extract can be imbibed by a non-alchemist to gain its effects."

And since Alchemy references imbibing a potion, here are the rules that govern activating a potion:
"Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.

A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils. Any corporeal creature can imbibe a potion or use an oil.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature's throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature."

All very true in general. However, we're talking about the alchemist extract Touch Injection, which changes that.

Touch Injection wrote:
You must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. The held substance drains from its container into a magical sac in your body. While the spell lasts, you can deliver the substance with a mere touch. To do so to an opponent, you must make a successful melee touch attack. If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance. If you miss, the substance remains in the magical sac for you to use later.


I seem to have missed that crucial point altogether. :)

Shadow Lodge

N. Jolly wrote:
Serum wrote:
I think you'll find that this thought process is in the minority. I can't find any rules that explicitly state it at the moment, but I think the line of reasoning is that anything made of mithral is automatically masterwork: there's no sequential process where something is first masterwork and then made of mithral (no addition of bonuses), and the price of being made masterwork is included in the price of being mithral.
Unless you can find a rule that specifically states that the masterwork bonus is included in that, I stand by my statement. The description of Mithril doesn't say it subsumes the masterwork bonuses, so as far as I'm concerned, it doesn't. It's the RAW, but I'll be sure to put a note in the description about what to do if your GM rules otherwise, since it seems to be a bit of a grey area. If you find anything to prove me wrong, please show it to me, as I want this guide to be as accurate as possible.

Check out the CRB specific magic armors: 'Elven Chain' and 'Mithral Full Plate of Speed'. Both are specified to be mithral, and the ACP of both work as if the mithral quality subsumes the masterwork quality, not added to it.

Silver Crusade

Serum wrote:
N. Jolly wrote:
Serum wrote:
I think you'll find that this thought process is in the minority. I can't find any rules that explicitly state it at the moment, but I think the line of reasoning is that anything made of mithral is automatically masterwork: there's no sequential process where something is first masterwork and then made of mithral (no addition of bonuses), and the price of being made masterwork is included in the price of being mithral.
Unless you can find a rule that specifically states that the masterwork bonus is included in that, I stand by my statement. The description of Mithril doesn't say it subsumes the masterwork bonuses, so as far as I'm concerned, it doesn't. It's the RAW, but I'll be sure to put a note in the description about what to do if your GM rules otherwise, since it seems to be a bit of a grey area. If you find anything to prove me wrong, please show it to me, as I want this guide to be as accurate as possible.
Check out the CRB specific magic armors: 'Elven Chain' and 'Mithral Full Plate of Speed'. Both are specified to be mithral, and the ACP of both work as if the mithral quality subsumes the masterwork quality, not added to it.

Well okay, that's some solid proof. I had to remove the armor section for the time being, but now that mundane and magical items are in their own post, I'll be sure to put that into the armor discussion. Thanks for the catch.

Magical Items are done up to Shoulders, probably going to place Rings in with other wondrous items, since most of them are pretty similar.

Grand Lodge

N. Jolly wrote:
Serum wrote:
N. Jolly wrote:
Serum wrote:
I think you'll find that this thought process is in the minority. I can't find any rules that explicitly state it at the moment, but I think the line of reasoning is that anything made of mithral is automatically masterwork: there's no sequential process where something is first masterwork and then made of mithral (no addition of bonuses), and the price of being made masterwork is included in the price of being mithral.
Unless you can find a rule that specifically states that the masterwork bonus is included in that, I stand by my statement. The description of Mithril doesn't say it subsumes the masterwork bonuses, so as far as I'm concerned, it doesn't. It's the RAW, but I'll be sure to put a note in the description about what to do if your GM rules otherwise, since it seems to be a bit of a grey area. If you find anything to prove me wrong, please show it to me, as I want this guide to be as accurate as possible.
Check out the CRB specific magic armors: 'Elven Chain' and 'Mithral Full Plate of Speed'. Both are specified to be mithral, and the ACP of both work as if the mithral quality subsumes the masterwork quality, not added to it.

Well okay, that's some solid proof. I had to remove the armor section for the time being, but now that mundane and magical items are in their own post, I'll be sure to put that into the armor discussion. Thanks for the catch.

Magical Items are done up to Shoulders, probably going to place Rings in with other wondrous items, since most of them are pretty similar.

Did you happen to see my little bit about the Valet familiar?

Also, Does explosive missile stack with the grenidier's ability?

Silver Crusade

Espy Kismet wrote:

Did you happen to see my little bit about the Valet familiar?

Also, Does explosive missile stack with the grenidier's ability?

Yeah, and while I'm not sure it brings it up, it's something to think about. It's made me wonder if it's not cusping on GREEN, especially with Die for your Master.

And I don't see any language that says that it shouldn't, which is probably one of the best reasons to take Explosive Missle.

Funnel two alchemical items together, combine them to your weapon with Alchemical Weapon, and then make it an Explosive Missile to become Hawkeye (or Green Arrow, if you're so inclined.)

It's what my next character's going to be based around (That and a Launching Crossbow reskinned to be a grenade launcher.)

The Exchange

N. Jolly wrote:
Espy Kismet wrote:

Did you happen to see my little bit about the Valet familiar?

Also, Does explosive missile stack with the grenidier's ability?

Yeah, and while I'm not sure it brings it up, it's something to think about. It's made me wonder if it's not cusping on GREEN, especially with Die for your Master.

And I don't see any language that says that it shouldn't, which is probably one of the best reasons to take Explosive Missle.

Funnel two alchemical items together, combine them to your weapon with Alchemical Weapon, and then make it an Explosive Missile to become Hawkeye (or Green Arrow, if you're so inclined.)

It's what my next character's going to be based around (That and a Launching Crossbow reskinned to be a grenade launcher.)

Snoodle McDoodle uses this combo all the time with Targeted Bomb Admixture for double Int. 1/rd hit for 1d6 Acid, 1d6 Alc Fire, xd6 bomb damage with immolation bomb I think is a combo I want to try on a caster. I'm thinking that will take out there casting ability for he fight.

Grand Lodge

Remember that Explosive Missle doesn't work with a launching crossbow.

Though.. It does work with a dragon pistol.. Does that mean you could fire a scatter attack and suddenly multiply the bombs rapidly while not using up more bombs?

Silver Crusade

Espy Kismet wrote:

Remember that Explosive Missle doesn't work with a launching crossbow.

Though.. It does work with a dragon pistol.. Does that mean you could fire a scatter attack and suddenly multiply the bombs rapidly while not using up more bombs?

Well Van Hohenheim, that is a pretty tricky combination. Nothing by rules says it doesn't work, and the thought of hitting a crowd of people, getting splash damage on each target...it gives me chills.

Rings and Wrist items are up, only need to do slotless items and a bit of clean up work, and the guide is officially completed.

Silver Crusade

The WIP is off my guide, it's technically complete!

While I need to add some misc stuff (armor, misc mundane items, maybe some more feats), but as far as I'm concerned, I could leave it as is.

Maybe include a section on the Hybridization Funnel.


Congrats


Where are the sample builds?

Silver Crusade

Havoq wrote:
Where are the sample builds?

I myself think sample builds are too much hand holding, although I'm waiting for my friend to decide which sample build they wanted to do.

There's some more stuff I want to add, like a new armor section and some mundane gear.

Grand Lodge

Currently I'm working on Xander here

His gear

Kincade is a custom race using the ARG stuff (Though, I had designed them before ARG came out, they simply got more powerful afterwards)

My goal is to blow things up, not just with my class feature bombs, but bombs all together. I plan on getting to the point, I have a handy haversack or portable hole or some such thing with a barrel of gunpowder in it. Possibly 2-3 barrels.

Roll a knowledge check for architecture and engineering. Sneak into the place where the load bearing pillar is, or just plant it out side. Load it up with a Delayed Bomb as a primer. Walk away.. about a minute or so before it blows(I'm getting a pocket watch) pull out my pipe and tobacco and like my pipe just as the building explodes. Don't turn back and look at it.

When the enemies that are alive run out to find me, they find my traps first.


N. Jolly wrote:
Havoq wrote:
Where are the sample builds?
I myself think sample builds are too much hand holding...

For the people that would take the time to read your guide cover to cover -- the ones who would get the most out of it -- they need sample builds.


N. Jolly wrote:
Havoq wrote:
Where are the sample builds?

I myself think sample builds are too much hand holding, although I'm waiting for my friend to decide which sample build they wanted to do.

There's some more stuff I want to add, like a new armor section and some mundane gear.

You have a section on the theory/spirit behind some alchemist builds. Perhaps if you finished each of those with some meat and potatoes. I myself am also not a fan of 20 level builds....


CWheezy wrote:
Is confusion bomb really no save?

Will save.

Silver Crusade

Havoq wrote:
For the people that would take the time to read your guide cover to cover -- the ones who would get the most out of it -- they need sample builds.

I guess so. I myself never really found much use in them myself, but if there's a desire for them, I suppose I could throw up some level 5 builds. I think that's about the best point for most people.

Ciaran Barnes wrote:
You have a section on the theory/spirit behind some alchemist builds. Perhaps if you finished each of those with some meat and potatoes. I myself am also not a fan of 20 level builds....

The intended point of those were to give ideas for the builds you could do, I never really saw them as complete ideas. Maybe the Generalist/Bomber/Hyde, but definitely not the sub roles, which were really meant to be folded into the larger roles.

I'm not a huge fan of sample builds myself, but it seems I'm in the minority with this, so I'll try listing them in the section with the roles, since I've basically ran out of space everywhere else.

Beside sample builds, any other commentary on the guide?

Silver Crusade

Havoq wrote:
CWheezy wrote:
Is confusion bomb really no save?
Will save.

The ability in question has no listed save, and since it has no errata, it's currently without a save.

Also thanks Espy, that's a nice sight to mock up characters, I might do links to them instead of putting the entire character on the post. I'm not quite sure how I'd go about doing sample builds, so I'll probably search other guides for examples.


N. Jolly wrote:
Havoq wrote:
CWheezy wrote:
Is confusion bomb really no save?
Will save.

The ability in question has no listed save, and since it has no errata, it's currently without a save.

Also thanks Espy, that's a nice sight to mock up characters, I might do links to them instead of putting the entire character on the post. I'm not quite sure how I'd go about doing sample builds, so I'll probably search other guides for examples.

"A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist."

...will save.
http://www.d20pfsrd.com/magic/all-spells/c/confusion

Grand Lodge

It never calls out that you do a will save. It says it /is/

The Exchange

Nice combo here for a single round of buffing.

[u]Requirements:[/u]

3 Melee Attacks
4 Preserving Flasks
Admixture Vials or a single vial and multiple days to prep
Touch Injection Extract
Poisoner's Gloves
Sipping Jacket
Accelerated Drinker Trait

Poisoner's gloves and Touch Injection Extract allow you to deliver Infusions via touch to either yourself, or another party member. They can be filled one/day.

Sipping Jacket allows Infusion usage on yourself as a swift and can also be filled 1/day.

Combine these and fill them with Preserving Flasks filled with Infusions combined via Admixture Vials.

The result is 1 round of significant buffing for you or a teammate. The caveats are the extracts in the flask need to be of the same level, the Admixture vial requires 3rd level or lower, and the sipping jacket further requires either Instantaneous or Round based duration.

Poisoner's gloves = 4 Buffs transferable to an ally or yourself via melee
Touch Injection Extract = 2 Buffs Transferable to an ally or yourself via melee
Sipping Jacket = 2 Buffs Transferable to yourself via swift
Accelerated Drinker allows potion to be drank via move action.

This is to say that you can't just free action touch yourself instead of making attacks and then use your standard to throw a bomb. I would feel guilty for doing that though.

@ N. Jolly: I saw you think the boro beads might be a little better than that preserving flasks. I think I'm on the other side of that. I like the flasks. You asked for my build earlier but I don't really have one. Snoodle is a 4th level PFS Gnome Grenadier that I thought was going to be an AOE Bomber but I'm kind of taking the buffing tract, even though its expensive. I'm kind of just making it up along the way and having a ton of fun too. I think the admixture vial preserving flask combo is awesome. So lemme know what you think and as always, lemme know if you also think the combo works or can make it any better.

Snoodle McDoodle says "Remember students, a intelligent alchemist is a prepared alchemist"
Snoodle McDoodles school of Alchemy and Awesome Explosions!

The Exchange

Nice combo here for a single round of buffing.

Requirements:

3 Melee Attacks
4 Preserving Flasks
Admixture Vials or a single vial and multiple days to prep
Touch Injection Extract
Poisoner's Gloves
Sipping Jacket
Accelerated Drinker Trait

Poisoner's gloves and Touch Injection Extract allow you to deliver Infusions via touch to either yourself, or another party member. They can be filled one/day.

Sipping Jacket allows Infusion usage on yourself as a swift and can also be filled 1/day.

Combine these and fill them with Preserving Flasks filled with Infusions combined via Admixture Vials.

The result is 1 round of significant buffing for you or a teammate. The caveats are the extracts in the flask need to be of the same level, the Admixture vial requires 3rd level or lower, and the sipping jacket further requires either Instantaneous or Round based duration.

Poisoner's gloves = 4 Buffs transferable to an ally or yourself via melee
Touch Injection Extract = 2 Buffs Transferable to an ally or yourself via melee
Sipping Jacket = 2 Buffs Transferable to yourself via swift
Accelerated Drinker allows potion to be drank via move action.

This is to say that you can't just free action touch yourself instead of making attacks and then use your standard to throw a bomb. I would feel guilty for doing that though.

@ N. Jolly: I saw you think the boro beads might be a little better than that preserving flasks. I think I'm on the other side of that. I like the flasks. You asked for my build earlier but I don't really have one. Snoodle is a 4th level PFS Gnome Grenadier that I thought was going to be an AOE Bomber but I'm kind of taking the buffing tract, even though its expensive. I'm kind of just making it up along the way and having a ton of fun too. I think the admixture vial preserving flask combo is awesome. So lemme know what you think and as always, lemme know if you also think the combo works or can make it any better.

Snoodle McDoodle says "Remember students, a intelligent alchemist is a prepared alchemist"
Snoodle McDoodles school of Alchemy and Awesome Explosions!

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