PFS Alchemist Questions / Tips Needed


Advice


Greetings.

My Alchemist has just reached level 9 as he slogs his way through the Emerald Spire. My intention is to play him through the Spire, and then continue on (eventually) by running him to level 20 through a retirement arc module that will be run in my area within the next year.

Here are my questions:

If you gain an increase in CON at level 9 (through a belt) are the bonus Hit Points gained only from that point forward, or are they recalculated back to level 1, thus gaining a small chunk of Hit Points?

I am considering taking 2 levels of Witch as a dip, mostly for the Hex feature that I can take advantage of when not throwing my bombs. My idea is to also take the Feat, Extra Hex in order to get Cackle, Fortune, and Misfortune. Is there an archetype or patron that would be useful for a bomb throwing alchemist? Mostly looking for support capability.

Regarding the Familiar gained by the Witch, it lists its Hit Dice as equal to the Masters level. So, if I took my first level of Witch at level 10, the familiar would effectively be an equal level familiar (10), and gaining all the abilities as such. Any interesting familiar choices, or archetype choices? An interesting option would be a flying familiar with sneakiness. Doesnt really need to be combat oriented.

Also, I have a pile of gold (about 20k) and am leaning towards upgrading my INT headband and adding CON to my DEX belt (assuming the HP bonus is retroactive). Anything else I should consider in high end items?

Thanks for all your help!

Dark Archive

CON question, Yes.

Example:

Bob is level 10. Bob has a CON of 10. As a d8 class, Bob has 53 HP.

Bob buys a CON belt. Bobs HP increase by 10.

Regarding familiars:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Regarding items:
Bracers of Falcon’s Aim
Aura faint transmutation; CL 3rd
Slot wrists; Price 4,000 gp; Weight 1 lb.

DESCRIPTION

Each of these crimson leather bracers is emblazoned with the image of a soaring golden falcon scanning the ground for easy prey.

They continually grant the wearer the benefits of the aspect of the falcon spell, though without the spell’s physical transformation.

Aspect of the Falcon (Spell):
You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.


Thanks Eponine. Regarding the Bracer's of Falcon's Aim, I do believe those are not legal in PFS play. I will double check that though.


Just a note for posterity, ALL permanent stat increases are retroactive, so a higher Int gives you more skills. And temporary increases to Con are "retroactive" as well.

EX if you cast Bear's Endurance (and had no belt) or made a Con Mutagen, you'd get 18 more HP.

RPG Superstar Season 9 Top 16

Benefits from permanently increased ability scores are retroactive.

I don't understand the logic of dipping into witch. That hurts all of your class abilities and doesn't really give you much benefit. Nearly all hexes require a standard action and as a bomb-throwing alchemist, you already have plenty of things to do. The alchemist discovery you get at higher levels are better than nearly all witch hexes. If you want a familiar, you can get Tumor Familiar.


So wait, raising your INT gives you more skills as well, retroactively?

For example, each level I add my Skills Per Level + my INT bonus and multiply that figure to get the number of Skill points I should have spent? If thats true I will be much more skillful.


1 skill point per level for every 2 points of Int.


Also, I am wondering if I am doing something wrong with how I gain my extracts each level. Per the Advance Players Guide:

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

So, do this mean that once I can learn a 2nd level formulae that I only learn one? Or is there some bonus for my INT modifier as well?

RPG Superstar Season 9 Top 16

You learn 2 + INT mod at 1st level. Every additional level, you learn a single new formula.

Grand Lodge

Caveat on the headband of INT.

While it does, in fact give you skill points retroactively, they are fixed to a single skill (or single set of skills for +4 & +6 headbands.) determined when the headband is made. Because skill points are limited by your level, if you have any points in that skill, those points are wasted.

So effectively, when you buy a head band, pick one skill, you always have your level in points in that skill.

It is in the description of the INT headband.

Re: Familiar

The familiar's "level" is seperate from it's hit dice.

If you take your first level of witch at level 10, you will have a first level familiar (with regard to powers granted by the witch class.) that is a 10 HD creature.


I've got my alchemist up to 18 (15 alchemist/3 Master Chymist)

Some advice...

1. Don't splash another class unless its a master chymist or rogue. You will not see the benefits.

2. Important stats: Int, Dex, Chr, Wis, Str, Con.
Gauntlets of dex, headband of intelect, Cloak of resistance. Remember your Mutagen and put some discoveries into it.

3. Regarding formulae, You get a lot at first level with a high int, but only one each level there after. Don't forget that you can "borrow" wizard spell books and copy those. Focus on taking only alchemist formulae each level. Also you gain bonus extracts with a high int the same as a wizard.

4. Alchemical Allocation is your best friend. Extend potion is also key, Eternal potion is nasty and I cannot stress how important the feat improved brew potion is.


OK, more questions.

For clarification, my Alchemist is a Mindchemist who focuses on throwing bombs so I don't craft mutagens.

Can you explain why the rogue is a good splash class?

Can you explain how alchemical allocation works? And what are a couple premium potions that I should purchase to use with it. I like the idea of Extend Potion, but am not sure which potions I should use it on.


Krell44 wrote:

OK, more questions.

For clarification, my Alchemist is a Mindchemist who focuses on throwing bombs so I don't craft mutagens.

Can you explain why the rogue is a good splash class?

Can you explain how alchemical allocation works? And what are a couple premium potions that I should purchase to use with it. I like the idea of Extend Potion, but am not sure which potions I should use it on.

Alchemical Allocation:

You drink this extract. You then rinse with a potion, spitting its contents back into its original vial. You get full benefits of the potion without expending said potion.

Beneficial stuff: Potion of Heroism, Potion of Fly, Potion of Barkskin, Potion of (insert any spell whose duration is measured in minutes or hours and whose range is greater than personal here.)

But wait, there's more! It also works on elixirs, the likes of which tend to last 1 hour per use. Nice selections include the Honeytongue Elixir, Elixir of Swimming, Elixir of <+10 Perception whose name eludes me at the moment. It's core.>, Elixir of Darksight (Super darkvision. From the Dwarven gear section of the Advanced Race Guide)

Skip Extend Potion and get Enhance potion instead. It'll let you get better bang for your buck, and the effects of Extend Potion are easily duplicated with a 3rd level extract (Amplify Elixir)

Sovereign Court

Ryzoken wrote:
Krell44 wrote:
Skip Extend Potion and get Enhance potion instead. It'll let you get better bang for your buck, and the effects of Extend Potion are easily duplicated with a 3rd level extract (Amplify Elixir)

Unless you are creeping up on 16 and looking forward to Eternal Potion, that is.

My Alchemist just got to 14 in PFS and I suddenly realized I really wanted Grand Mutagen and Eternal Potion at 16. Trouble is, I don't have Extend, or Enhance yet.

I've also dipped a bit with my Alchemist in the lower levels. For quite a while I had a level of Barbarian for the rage and Sleepless Detective for a while for Detect Magic (a huge hole in the spell list). Eventually, I retrained Sleepless Detective for Hunter (when it came out) for Detect Magic, a few other minor spells and after a HORRIFIC accident involving Sugar (horse animal companion), lava(, river of) and flying carpets, I had evasion permanently.

After Sugar died, I couldn't bear to replace her. She had been a worthy companion (as a regular purchased horse) for ~15 scenarios, and an animal companion for only 2/3rds of one. Let that be a lesson to all you budding Pathfinders out there, if your trusty non-combat mount starts telling you (in detail) that they want to contribute more to the team... it'll break their heart, but tell them they can guard the loot.

At 12, I retrained back to full Alchemist. Mostly because I could cover the reasons I was dipping with money. I had purchased a Ring of Evasion and the Lantern of Auras from ACG. Earlier access to the higher tier alchemist discoveries finally won out over rage, for me.

As far as potions go, Heroism was a staple until I convinced a Summoner I (almost always) play with to pick it up and I had purchased an Echoing Metamagic Rod (lesser). Other ones I have/use are:
Greater Magic Fang (set for all natural attacks +1, not a specific) due to being a Feral Mutagen Mr Hyde
Elixir of Spirit Sight from City of Seven Spears which sadly lasts only 1 minute, but gives both your weapons and armor ghost touch, and see invisibility
Elixir of Vision (didn't really use it much)
Remove Disease/Posion/Curse
Countless Fangs (no more being flanked)
Fly (until I had Overland Flight as an extract anyway)
Nondetection (probably was never useful)

One I always wanted to pick up, but never got around to is the Elixir of Elemental Protection from Dragonslayer's Handbook.

Oh, and if you don't have a Hybridization Funnel from Ultimate Equipment you might take a look. It may not do as much damage as a bomb, but tossing Hybrid Artokus' Fire/Alchemist Fire (40 gp/each) for 3d6 + Int x 2 (because the hybrid counts as 2 hits) + 1d6 next round and a splash of 1d6 + 3 + Intx2 (Or just use Explosive Missile/Conductive Composite Longbow/Alchemical Weapon, for 17d6 + Int x4 + 1d8 + Str, but hey, I'm a Grenadier Alchemist 14).

P.S. Someone needs to make a googledoc of every possible potion, with sources. I see too many people mistakenly using or suggesting(!) personal spells.

Grand Lodge

Just remember, if you hybrid a pair of alchemicals, they go inert in 24 hours, so it can get really expensive if you over prepare, and then the adventure requires you to travel an unknown number of days.

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