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Can Alchemists make Alchemical items other than by using the Advanced Alchemy and Quick Alchemy features?

Are Alchemical items values supposed to be in sp instead of gp?

Should the bomb additives affect bombs made with Advanced Alchemy as well as those made with Quick Alchemy?

Does the damage bonus from handwraps of mighty fists stack with the increased damage dice of Bestial Mutagen?

Does the feral Mutagen feat add the damage dice from the fangs and claws to the value in Bestial Mutagen or change the type of dice being multiplied?

Do Alchemists ever get more than trained with Alchemical Bombs or light armor? If not, are empowering bombs supposed to make them more accurate? Or is the fact that they target TAC supposed to bridge the accuracy gap?

Will there be more elixirs in the final version of the game? There's a weird number of feats focused on elixirs given that they have relatively weak effects.

Are there any Alchemical items that have batches smaller than 4?

Alchemists really can't qualify for Remarkable Resonance with their intelligence instead of charisma given that the class is based around resonance?


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bookrat wrote:
Klladdy wrote:
So I just saw that mutagens don't even work with Advanced Alchemy or Quick Alchemy since they are uncommon . . . RIP Mutagens
I can see that they don't work with quick alchemy, but why not advanced alchemy? I don't see where advanced alchemy limits you to common alchemical items.

First paragraph under Advanced Alchemy:

"You can use this feat to create common alchemical items as long as you have their formulas in your formula book, thought their power is fleeting."

So, it's actually worse. Alchemists can currently only make common alchemical items at all without taking the alchemical crafting feat separately.