trollbill |
I found the best way to not get hit for my PFS gnome alchemist was to take the Wings discovery at 6th level. It greatly increased my maneuverability and most enemies couldn't even reach me.
Explosive Missile + Non-fire Damage Bombs + Underwater Heavy Crossbow makes you potent in underwater combat and near useless if you don't have it. It doesn't happen that often in PFS, but it does happen.
I took Infusion at second level and the party was very happy about it. I find that aside from my Mutagen I need only a few buffs on myself so most of my extracts go to party buffs or are left open for mixing extracts as needed. Giving the party monk a Shield spell at low levels or being able to mix up Touch of the Sea or similar utility spells with a minute's notice can be life saving.
CRobledo |
Derail: Ah the good ol' darkwood buckler issue. nosig is sadly correct. There is no darkwood buckler, the specific item called "darkwood bucker" is a sad misnomer. If you look at the description as well as the price, it's definitely a wooden light shield. But you can have a mithral buckler.
Back on topic: Hobbun, looks like everyone giving advice did so and it is now devolving into "my build is better than yours debate". I think you got all the info about all positions, and I'm sure you'll have fun anyway you choose to go. Alchemists are a bit like oracles in that you can build them almost any way to do a myriad of tasks. Choose something that sounds fun and roll with it.
I have played with a level 14 PFS bow-Grenadier, and I can tell you he was having fun.
Hobbun |
Hobbun, bows are a plenty good option for alchemists. Let's look at the facts... can you wear a darkwood buckler while carrying one? Yes. Do you have an "always ready" solution to ranged combat with no need to use your limited bombs per day? Yes. Can you use a bow to send an alchemist's fire 110+ feet away or, with the right discovery, the same for a bomb? Yes. Will you keep a hand free for all of your alchem-izing that can wear a cold iron spiked gauntlet? Yes. Do a lot of the feats that you are going to take for your bombs apply to your arrows, as well? Yes. I'm sure you get the idea.
You're doing fine by looking into a bow-alchemist.
Thank you.
Also, emphasis mine, what discovery are you referring to where I can throw a bomb large distance?
I think you may be misunderstanding. I was saying alchemical weapons are a decent back upfor a bomber. These are especially good for a mind chemist. Bows are a good back up for a grenades, but they aren't perfect.
Trying to mix ranged and melee tends to end poorly in my experience.
Oh, I'm sorry if you felt I was targeting just yourself, I wasn't. I just was making a general comment that it seemed many were in support of melee type Alchemist's, but your better option is always going to be bombs. Which I agree with for the most part. If I am hitting a low AC creature, and it's just one of them, I may want to shoot an arrow instead. Or the obvious, if I run out of bombs.
But I agree with you, I think it is not a good idea to mix melee and ranged together, which is why I wanted ranged attacks as a back-up to my bombs.
Back on topic: Hobbun, looks like everyone giving advice did so and it is now devolving into "my build is better than yours debate". I think you got all the info about all positions, and I'm sure you'll have fun anyway you choose to go. Alchemists are a bit like oracles in that you can build them almost any way to do a myriad of tasks. Choose something that sounds fun and roll with it.
I have played with a level 14 PFS bow-Grenadier, and I can tell you he was having fun.
You are probably right. I do appreciate the info as it helped a lot. Thanks to everyone! I'm really looking forward to trying out my Alchemist, it most likely will be this Sunday.
And to The Toaster, I do like the idea with the trait, I will think on that one.
As for the Darkwood Buckler issue, honestly, I hadn't even thought about buying a buckler right now. But I don't believe Alchemists have a shield proficiency, do they? And wouldn't the "Shield" extract override it?
The Toaster |
Using a Masterwork Buckler would be a shield with a Armor Check Penility of 0... and the penility for using a shield with no proficiency would be to take the ACP (that is '0') as a penility to a lot of skills and attacks and,... well a -0 doesn't hurt much. And yes, the shield extract does not stack with it, but the buckler is always on, even in the surprise round, and doesn't use up an extract slot... It's an old wizards trick.
Good luck with the Alchemist! maybe we'll be able to play together and swap formulas! (my current low level alchemist is named "Bic")
Abyssian |
Thank you.
Also, emphasis mine, what discovery are you referring to where I can throw a bomb large distance?
Explosive missile from Ultimate Combat.
Lanlis |
Using a Masterwork Buckler would be a shield with a Armor Check Penility of 0... and the penility for using a shield with no proficiency would be to take the ACP (that is '0') as a penility to a lot of skills and attacks and,... well a -0 doesn't hurt much. And yes, the shield extract does not stack with it, but the buckler is always on, even in the surprise round, and doesn't use up an extract slot... It's an old wizards trick.
Good luck with the Alchemist! maybe we'll be able to play together and swap formulas! (my current low level alchemist is named "Bic")
Another awesome thing about wearing a buckler is getting to armor-enchant twice using lower levels. Adding a buckler +1 instead of enchanting from +1 to +3 (same AC) saves you almost 8,000gp.
Too bad I'm going to have to sell my darkwood "buckler" and buy a plain old MW buckler. At least I didn't get around to enchanting it, yet!
Hobbun |
Hobbun wrote:Explosive missile from Ultimate Combat.Thank you.
Also, emphasis mine, what discovery are you referring to where I can throw a bomb large distance?
Ah yes, how could I forget so soon. It was one of the discoveries I had (pre)chosen for my Alchemist, when planning my levels ahead for him. lol
Thanks.
Using a Masterwork Buckler would be a shield with a Armor Check Penility of 0... and the penility for using a shield with no proficiency would be to take the ACP (that is '0') as a penility to a lot of skills and attacks and,... well a -0 doesn't hurt much. And yes, the shield extract does not stack with it, but the buckler is always on, even in the surprise round, and doesn't use up an extract slot... It's an old wizards trick.
Good luck with the Alchemist! maybe we'll be able to play together and swap formulas! (my current low level alchemist is named "Bic")
Of course. I had forgotten that you only take the ACP when non-proficient with shields/armor. That's a nice workaround with the buckler being a 0 ACP.
And you make sense the buckler is always on. When I need the higher AC (or protection against MM), I can always drink the Shield extract.
I will be going to PaizoCon and GenCon, hope to see you there! Although playing together may be difficult as your Alchemist is significantly higher than mine. :)
nosig |
Abyssian wrote:Hobbun wrote:Explosive missile from Ultimate Combat.Thank you.
Also, emphasis mine, what discovery are you referring to where I can throw a bomb large distance?
Ah yes, how could I forget so soon. It was one of the discoveries I had (pre)chosen for my Alchemist, when planning my levels ahead for him. lol
Thanks.
The Toaster wrote:Using a Masterwork Buckler would be a shield with a Armor Check Penility of 0... and the penility for using a shield with no proficiency would be to take the ACP (that is '0') as a penility to a lot of skills and attacks and,... well a -0 doesn't hurt much. And yes, the shield extract does not stack with it, but the buckler is always on, even in the surprise round, and doesn't use up an extract slot... It's an old wizards trick.
Good luck with the Alchemist! maybe we'll be able to play together and swap formulas! (my current low level alchemist is named "Bic")
Of course. I had forgotten that you only take the ACP when non-proficient with shields/armor. That's a nice workaround with the buckler being a 0 ACP.
And you make sense the buckler is always on. When I need the higher AC (or protection against MM), I can always drink the Shield extract.
I will be going to PaizoCon and GenCon, hope to see you there! Although playing together may be difficult as your Alchemist is significantly higher than mine. :)
I have a lower level Alchemist - named "Bick" or "Bic" (depending on my mood), she's 2nd level. She's a Crypt Braker/Chirurgeon - and The Toaster's little sister. ;)
Hobbun |
As far as Grenadier goes... Alchemical Weapons allows you to infuse the power of a liquid alchemical item into a weapon (although it loses it's power after one minute, if you don't use it).
An Alchemist's Bombs are considered weapons.
Just sayin'...
Is there any clarification on this?
I only ask because what I've seen other threads dealing with this subject it has been conflicted on whether you can attach alchemical items (offensive) to bombs.
I hope you can, as that is a nice bonus, but I don't want it to be a "varied by table".
Also, if this is legal, do I get my Int bonus for both the Alchemical item (ex. Alchemist's Fire) and my bomb?
nosig |
SCPRedMage wrote:As far as Grenadier goes... Alchemical Weapons allows you to infuse the power of a liquid alchemical item into a weapon (although it loses it's power after one minute, if you don't use it).
An Alchemist's Bombs are considered weapons.
Just sayin'...
Is there any clarification on this?
I only ask because what I've seen other threads dealing with this subject it has been conflicted on whether you can attach alchemical items (offensive) to bombs.
I hope you can, as that is a nice bonus, but I don't want it to be a "varied by table".
Also, if this is legal, do I get my Int bonus for both the Alchemical item (ex. Alchemist's Fire) and my bomb?
sorry to have to say this, but expect table variation on this....
YMMVThis happens with several things about Alchemists... Extracts of Communal spells for example.
Pirate Rob |
This happens with several things about Alchemists... Extracts of Communal spells for example.
There should be no table variation for this. SKR has answered officially here.
Hobbun |
I found the best way to not get hit for my PFS gnome alchemist was to take the Wings discovery at 6th level. It greatly increased my maneuverability and most enemies couldn't even reach me.
Explosive Missile + Non-fire Damage Bombs + Underwater Heavy Crossbow makes you potent in underwater combat and near useless if you don't have it. It doesn't happen that often in PFS, but it does happen.
I took Infusion at second level and the party was very happy about it. I find that aside from my Mutagen I need only a few buffs on myself so most of my extracts go to party buffs or are left open for mixing extracts as needed. Giving the party monk a Shield spell at low levels or being able to mix up Touch of the Sea or similar utility spells with a minute's notice can be life saving.
I did not see this post until now, slipped past me while reading the thread (sorry!).
But I really like that Wings discovery. I’m not sure if I am going to take it, as I am already having to say no to discoveries as I just don’t have enough levels. Or, I want to take too many discoveries by a certain level and don’t have the space (slots) to do so.
Infusion is a definite (if it works how I think it does). I don’t have my list with me (on what I’ve chosen), but I think it is at 2nd or 4th level. However, I am seeing some conflicting reports on the discovery, in having others use extracts of spells with the “Personal” descriptor. I know there are extracts that are not personal only, but if personal ones are not allowed, it is lessens the discovery significantly, and probably too much for my taste. Hopefully that can get clarified.
And on using a buckler, the description of it says that I take no penalty on using a bow, but if I use a weapon on my shield arm, I take a -1 penalty on attack rolls.
Would throwing bombs fall under the same idea as a bow with no penalty, as it also ranged? Or would I take a -1, since a bomb is considered a ‘weapon’? In the example under the description it does make reference to melee weapons having the -1, but just wanted to clarify before I went and spent the money on a MW buckler in the near future.
CRobledo |
Infusion is a definite (if it works how I think it does). I don’t have my list with me (on what I’ve chosen), but I think it is at 2nd or 4th level. However, I am seeing some conflicting reports on the discovery, in having others use extracts of spells with the “Personal” descriptor. I know there are extracts that are not personal only, but if personal ones are not allowed, it is lessens the discovery significantly, and probably too much for my taste. Hopefully that can get clarified
You can definitely make infusions of personal spells. That is actually like the whole point. Pass around those shield and see invisibility infusions around.
Hobbun |
I agree with you and what I have planned on doing (on passing those Personal extracts around), but seeing several threads in the Rules section on conflicting reports how the discovery works gives me pause.
Yes, I know Alchemist is not a clear and cut class in a lot of aspects, but I still like knowing my abilities are going to hold up to the rules no matter what table I sit at, and there won’t be the evil phrase “table variation”.
Either way, I still plan on taking the discovery, unless Sean or Jason make a ruling the other way (which I doubt they will).
trollbill |
I did not see this post until now, slipped past me while reading the thread (sorry!).
But I really like that Wings discovery. I’m not sure if I am going to take it, as I am already having to say no to discoveries as I just don’t have enough levels. Or, I want to take too many discoveries by a certain level and don’t have the space (slots) to do so.
Infusion is a definite (if it works how I think it does). I don’t have my list with me (on what I’ve chosen), but I think it is at 2nd or 4th level. However, I am seeing some conflicting reports on the discovery, in having others use extracts of spells with the “Personal” descriptor. I know there are extracts that are not personal only, but if personal ones are not allowed, it is lessens the discovery significantly, and probably too much for my taste. Hopefully that can get clarified.
And on using a buckler, the description of it says that I take no penalty on using a bow, but if I use a weapon on my shield arm, I take a -1 penalty on attack rolls.
Would throwing bombs fall under the same idea as a bow with no penalty, as it also ranged? Or would I take a -1, since a bomb is considered a ‘weapon’? In the example under the description it does make...
Regarding the Infusion issue, I think it is a misguided attempt to twist the rules to nerf something that isn't really broken. Having played my Alchemist to 12th level I never once ran into a DM that interpreted it that way.
Regarding the buckler, the penalty would only apply if you were attempting to throw bombs using 2 weapon fighting (which is something you couldn't do until 8th level anyway). It only requires 1 hand to use a bomb.
Waldergrave |
I agree with trollbill. I have played an alchemist to level 12 and never had a GM have issue with "Personal" infusions being handed out to other PC's. I doubt that there are many GM's out there that would rule that "Personal" infusions are not able to be handed out.
It sounds like you have a solid build. Once you get your character made and play a game or two please post on how the character plays.
Hobbun |
Regarding the Infusion issue, I think it is a misguided attempt to twist the rules to nerf something that isn't really broken. Having played my Alchemist to 12th level I never once ran into a DM that interpreted it that way.
Regarding the buckler, the penalty would only apply if you were attempting to throw bombs using 2 weapon fighting (which is something you couldn't do until 8th level anyway). It only requires 1 hand to use a bomb.
Yes, you are probably right, I just usually assume worst case scenario. :) And I don’t plan on taking TWF, so the buckler won’t be an issue for me.
I agree with trollbill. I have played an alchemist to level 12 and never had a GM have issue with "Personal" infusions being handed out to other PC's. I doubt that there are many GM's out there that would rule that "Personal" infusions are not able to be handed out.
It sounds like you have a solid build. Once you get your character made and play a game or two please post on how the character plays.
I will do so! My first session with my new Alchemist will be this Sunday, I will let you know how it goes.
Thanks for the encouragement on the build, I would say the two biggest concerns I have are my Will save (10 WIS, but Indomitable Faith) and the bigger one in my 6 CHA. It won’t affect my combat in any sense, but it could be a big hindrance for my faction missions.
Fortunately, a couple of friends have started up new characters as well and we are all choosing the same faction, so when we play together, it will help in completing our faction quests.
Thanks to all for your help and suggestions.
Hobbun |
I thought I was done with my questions for this thread but have come up with a couple more, this time dealing specifically with Alchemical Weapons.
I know about the damage-based ones and how I can add my Int modifier to them, and will definitely be putting those to use. But I’ve looked more closely in regards to the status-based splash ones, as well. Like Ghast Retch Flask, Sneezing Powder, Itching Powder as well as a few others.
Some of them are really nice on the status effect they inflict, but the DC is pretty lousy. The main DC is usually 12 and is lower (8) for those in the splash radius. Is there any way to actually raise the DC of them at all, even if it’s only a +2 or +3?
Am I possibly missing something through one of my Alchemist’s class abilities, or maybe an item of some type or even a feat?
Those DCs are ok for lower level (1-2) but lose their luster as a 12 Fortitude quickly becomes pretty easy for most enemies to hit.
trollbill |
I thought I was done with my questions for this thread but have come up with a couple more, this time dealing specifically with Alchemical Weapons.
I know about the damage-based ones and how I can add my Int modifier to them, and will definitely be putting those to use. But I’ve looked more closely in regards to the status-based splash ones, as well. Like Ghast Retch Flask, Sneezing Powder, Itching Powder as well as a few others.
Some of them are really nice on the status effect they inflict, but the DC is pretty lousy. The main DC is usually 12 and is lower (8) for those in the splash radius. Is there any way to actually raise the DC of them at all, even if it’s only a +2 or +3?
Am I possibly missing something through one of my Alchemist’s class abilities, or maybe an item of some type or even a feat?
Those DCs are ok for lower level (1-2) but lose their luster as a 12 Fortitude quickly becomes pretty easy for most enemies to hit.
You are correct. They lose their luster after low levels and ther is nothing the alchemist can do to change that. Of course, that can be true of the ones that damage too since the damage does not scale with level. Tanglefoot Bags at least have an effect even if the target makes their saves, though you will get table variation as to whether or not a goo of tar and resin counts as a liquid. There is a magic item that lets you combine two alchemical items together.
Hobbun |
That's a shame there is really no way to increase the DC of the items and they just lose their luster in general as you get higher level.
I was hoping I was missing an item I could use that may increase their effectiveness for higher levels.
Yes, I know about that item that lets you combine two alchemical items together. I believe it's called a hybridization funnel, or something similar to that. Really nice and plan on picking that up ASAP.
As for the Tanglefoot Bags, I'm already assuming they don't count as splash damage as the chart for the Alchemical items lists "Splash" under the 'Special' category and Tanglefoot Bags do not have that listed.
But they are nice enough as it is where I would want to use them, as are Tangleburn Bags. I am also thinking about taking the Tanglefoot Bomb discovery.
Are there any alchemical items that have been banned for PFS?
Hobbun |
Whether it is considered a splash weapon (or not) is relevant if someone believes you were talking about adding your INT modifier when throwing the weapon normally, which is what I thought originally is what you were referring to. My mistake.
But as for the ability to infuse an alchemical weapon that is a “liquid or powder”, I don’t believe Tanglefoot Bags count. But I guess I will just have to ask my GM table to table.
CRobledo |
Well to be fair, they loose their luster because < 50gp per use items having high DCs would kinda defeat the purpose of getting cooler and better weapons. Part of the game is "base equipment" gets obsolete over time.
Remember you can replicate a lot of these effects with your bombs (see: sticky bombs) and/or other spells.
Hobbun |
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Yes, I understand what you are saying. Believe me, I will be getting bigger and better equipment (when I can afford to), but my main attacks will be with throwing, and especially with splash effects.
That being said, I’m not complaining, I still look forward to my Alchemist, It just would be nice to have my Craft: Alchemy (for offensive status effects) be somewhat more useful for higher levels.
Also, I know some of the bombs have the effects as well, but they are limited in number per day and I am already having to make hard decisions on which discovery to take later on.
Hobbun |
As requested by a couple of people, I’m going to give a report of my first session with my Alchemist yesterday. We had a total of 7 party members. Magus 2, Sorceror 1, Ranger 1/Rogue 1?, Wizard 1 (who came in a bit late), Alchemist 1 (myself) and both of my friends which were a Monk 1 and Gunslinger 1.
Our party was not the most well balanced one (no healer), but the Wizard actually had a wand of CLW, which ended up saving us later on, but will get to more on that later. Also, all of the players were experienced and played smart (mostly) so we actually did very well with the scenario in general.
Since the report will deal with details of the scenario, I’m going to just spoiler most of it. The scenario was the Penumbral Accords, so if you have not played it, the next portion is spoilers. Please be forewarned, it is a long read!
It was about midnight when we entered the museum and we had until dawn before the women were sacrificed. The opening (foyer) room was pretty uneventful at first, only having a medium-sized dinosaur skeleton display. Ahead there was a long hallway with two doors (one on each side) near the foyer area. The Gunslinger made a Perception check to notice the signs by one of the door, which gave indications of having one of the portions of our faction mission. Myself and my two friends (Gunslinger and Monk) all chose Taldor. It was when the Gunslinger attempted to open the door is when we had our first combat.
The aforementioned skeleton animated and we entered initative. This was also by far our toughest combat of the scenario. The Gunslinger actually went first and went to engage the skeleton with his long sword. He missed, and on the skeleton’s turn, was summarily dropped to -3 HP. I did ask my friend later on why he went melee instead of using his gun and he basically said “Because I made a bad decision” but then added “And I didn’t want to take the -4 to hit.” The skeleton had animated right next to the Monk.
This is about the time the player (with the Wizard) had shown up, so since it was early the GM let him in. It was a good thing, as he was really the only person who had any kind of decent healing. The Magus had 3 potions of CLW and I believe the Sorceror had one, but it was of course their call if they wanted to use their potions to bring the Gunslinger back up.
At this point the Monk became our tank (18 AC) for the skeleton and the rest of us hit it from range. I nailed it with a bomb for 9 damage. Fortunately, the Monk is a Tiefling (as are myself and the Gunslinger) so he took no fire damage from the splash. The three casters hit it with spells and the Ranger hit it with arrows. I tried to hit it with an arrow on my second attack as I wanted to conserve my bombs, but I missed. After about three rounds, it went down and the only casualty being the Gunslinger.
The Wizard was happy to loan his wand out to bring up the Gunslinger and heal any other damage (the Monk had taken some as well).
My friend (Monk) being who he is, wanted to pick up the skeleton and take him with to use as a guard and named him Bob. The GM said it was fine and we all had a good laugh. Once we all entered the next room (the one the Gunslinger originally tried to enter before the skeleton encounter), the Monk put ‘Bob’ right by the door. As he said, to guard our back.
We got into another 3 encounters, including a relatively tough one with Fetchling Alchemist, but no casualties. I threw a couple of bombs of my own, one deliberately doing splash damage on one of them (because party members were in melee) and the other one was a direct hit, which did 8 points of damage. We found some pretty nice items on here, which we distributed among party members.
The next area we ran into two more Fetchling Alchemists, but they went down pretty quickly and picked up 4 Alchemist’s Fires (woot!)
The final area was the boss, and I will admit, seemed a bit on the easy side, with the exception of a high AC. But I think maybe it's the difficulty I’ve gone through recently on some of the scenarios, he seemed a lot easier in comparison. But then I hear the earlier seasons the difficulty is quite a bit lower.
Although I was not much of factor in this combat as he had a very high touch AC and just couldn’t hit him with my bombs. But that’s ok as the other party members stepped up. With the Monk, Ranger hitting him with attacks and spellcasters hitting him with offensive spells, we took him down relatively easily.
I enjoyed my first session with my Alchemist, but I will say I am really looking forward to Precise Bombs next level. There were several times I wanted to throw bombs for direct damage but just could not do so without hurting other party members with splash damage.
I’ve upgraded my Alchemist with new armor (Masterwork Chain Shirt), bought myself a Masterwork Backpack, purchased (crafted) some Acid flasks and most importantly bought myself a CLW wand with my 2 PP. Both of my friends did the same.
There was one instance during the adventure where there was a rules issue on deliberately targeting a spot with my bomb. I did not want to do damage to my party members, so I targeted a square to avoid splash damage for them, but not the enemy. However, the GM indicated that I need to target an intersection instead of a square. But I figured it was always a square as you are normally targeting an enemy who takes up the 5’ square and it’s the surrounding 8 squares that would be affected by splash. With targeting an intersection, it would be 4 squares.
It really didn’t affect the combat either way in this specific instance, but what is the ruling on this for future situations?
Also, the official Society rulebook states that a player can purchase an Alchemist’s laboratory (+2 to Alchemy) if they have a home base? To me, that is vague, as we are always adventuring as Pathfinders. What would you need to do be considered having a “home base” in PFS?
Sorry for the long post! And thanks to those who took the time to read!
thejeff |
It doesn't make a lot of sense, but with any splash weapon you target either a creature, splashing the surrounding 8 squares, or an intersection, splashing the 4 squares.
Throw Splash Weapon
Waldergrave |
Yeah I agree, the actual ruling on either targeting a creature or an intersection is weird. Especially since you get either A)Creature or B) Intersection...which is 1 direct and 8 splash, or 4 splash. Then it gets weirder in that if you miss the creature, you now move the bomb X squares (1 square per range increment) based off of an 8 sided dice, then "it deals splash damage to all creatures in that square and in all adjacent squares"...which means 9 squares of splash. (BTW the Splash Weapon Mastery Feat helps here to adjust it back a little).
Also, always remember to announce that your roll is "ranged touch attack"....sometimes GM's might not remember, and it is always helpful to remind them that your to hit is (likely) going to be easier than the melee people's.
I would suggest if you can, spend 2 PP on getting a wand of CLW, and talk to the people you might/will splash that if they get splashed you will cover their healing with your own CLW. That should get you to level 2 in most cases. Worst case is you toss at an intersection to miss your party members.
I would also suggest when you have the PP to use it to get yourself an Artisan's Shop (5 PP. That helps with day jobs, and you can then put your Alchemist's Laboratory in there.
Sounds like you enjoyed this.
Hobbun |
Oh, I did enjoy this. I am looking forward to seeing how my Alchemist grows. Not only in his abilities, but my decisions in playing him.
Hmm, that is a bit odd in how targeting works between intersections and squares (enemies). Hopefully that won't become an issue in the near future as I won't need to make a point of targeting intersections as I'll have Precise Bomb.
And as I said in my post (I know, easy to miss with all the text!), I picked up a wand of CLW with the two PP I earned. To me, that is automatic buy.
Artisan's Shop? Interesting, I have not heard of that. It's a listing in the things to buy list with PP? Where is the description on an Artisan's Shop?
But do I need the shop to have a place for the Alchemist Lab?
CRobledo |
Most of the vanities are in the Pathfinder Society Field Guide.
Artisan Shop is not necessary to have an alchemist lab, it's just extra fluff. I am sure your PC has a place to live (Grand Lodge dorms?) where you can have a lab.
Glad you had fun! You are correct though, level 2 is where the career of a Grenadier truly starts!
Also, don't forget targeted bomb admixture until you pick up precise bombs!
Waldergrave |
I don't know why my brain missed you bought a wand of CLW....my bad. Yeah, it should be an automatic buy for a lot of people...but with that you can probably get people to agree to get splashed once if you promise to heal them ASAP.
Artisan's Shop is in the Pathfinder's Society Field Guide. I would suggest buying the PDF...some good things are in there to read about.
I can see some GM's having issues with you carrying an Alchemist's Lab around on your back. :-) When I bought mine I think I had already had the Artisan's Shop and just stuck it in because it made sense. We as Pathfinders "Might" get free rooms, but I don't know if we get a free place to set up our Lab. Things like Alchemist's Labs can become a hazard to the building it is in :-)
Hobbun |
I'll take a look in the Field Guide when I get the chance (don't have it with me).
I may get the Artisan's Shop, depending on it's benefit(s), but 5 PP is pretty steep.
And I'm not sure 'where' I live or have a "home base". I guess that is what my question was. My faction is Taldor.
And I have Targeted Bomb Admixture already, was one of my starting spells. I actually used (drank) it at our session yesterday, but missed on the throw. Oh well. :)
I don't know why my brain missed you bought a wand of CLW....my bad. Yeah, it should be an automatic buy for a lot of people...but with that you can probably get people to agree to get splashed once if you promise to heal them ASAP.
Artisan's Shop is in the Pathfinder's Society Field Guide. I would suggest buying the PDF...some good things are in there to read about.
I can see some GM's having issues with you carrying an Alchemist's Lab around on your back. :-) When I bought mine I think I had already had the Artisan's Shop and just stuck it in because it made sense. We as Pathfinders "Might" get free rooms, but I don't know if we get a free place to set up our Lab. Things like Alchemist's Labs can become a hazard to the building it is in :-)
Oh, not a problem on missing that, like I said, a lot of text. Thanks for reading it! :)
I have the Field Guide, just don't have it with me right now. I will take a look at it when I get home. But I do like your suggestion on asking others for permission if willing to heal, that's a good idea.
There is also a portable version of alchemist lab.
Yes, I saw that in UE. It is nice in it gives a +1 to Alchemy checks, but just too heavy for me to carry around. I am hovering right around my carrying capacity as it is and I have a 15 (with my Masterwork Backpack). But it's possibly something to keep in mind for the future when I can alleviate what I carry.
Hobbun |
Well, the Portable Alchemist Lab would really be something in case I was told I couldn't have a home base for a true Labratory. But honestly, unless I decide to get a Portable Hole down the road (and I doubt I will), I don't see myself getting a portable version, it's just too heavy.
Because that's just it, you would think you would have somewhere to store gear you don't always have with you, but there is no firm ruling on a home base for a Labratory. Well, except maybe for the Artisan Shop.