Cryov's page

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Hey All,
Got a few quick questions regarding mounted combat.

What are the mechanics of trying to hit a mounted person?
Are they flat footed or???

I have someone telling me in my group I can make ride checks to make the hit go to the mount instead of me, is this true?

I cannot find any clarification on this, I don't know if I am missing it or what..


Hey All,
I am playing a Chaotic Neutral Goblin Goliath Druid.
I have a few things in mind for this character and I want to see if it falls within the realm of Neutral and following Druidic Code.

Druids of course can hunt to eat.
Would it be unreasonable to also sell fur as a source of occasional income?

How about just hunting animals for pelts for income?

Can I use Call Animal to get a Deer to come to my goblin and his dino companion so they can eat it?
(I know I can but its the ethics part of it...)


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I see a lot of post calling them un-flavorful among other things.
I have to say, I completely and 100% disagree with all of you.
I have my own disagreements with some paizo content like how necromancers are nerfed when it comes to raise dead so this isn't just fan boy praise.

Arcanist: Honestly this is always what I've imagined casters being like.
I don't see it as a hybrid vs what a wizard should have been from the start.

Bloodrager: Great fluff potential and awesome abilities. I love how it works.

Brawler: Finally! A good unarmed class that doesn't require you to be lawful. TY PAIZO.

Hunter: Reminds me more of the WoW hunter. Your animal companion now does some nifty things.

Investigator: Thank you for this... I really didn't want to multi-class just so I could make poisons worthwhile with concentrate poison. Great fluff as well.

Shaman: Exactly what a shaman should be like. I never liked the dr00d shaman archetypes. This is a definite better fit.

Skald: My absolute favorite of the lot. I can now have my heavy metal bard who starts mosh pits! Going to have so much fun with this guy.

Slayer: What every ranged rogue dreams of being.

Swashbuckler: My least favorite of the lot but has potential for lots of flavor. Reminds me of Cary Elwes (the man in black) from the Princess Bride.

Warpriest: Divine version of magus? Yes plz, I'll take that. Better buffs and all the goodies of a cleric.

Now, I don't see why so many people are so negative about it all.
Are you all a bunch of optimized min/maxers where a class has to be 5/5 to get your seal of approval?
Were you expecting all tier 1 classes?
I like it and you should be happy more classes were added. Its only been out a day, give it time and you may come to love them.


Feedback for the small things in the book that need to be fixed.

Issue #1:
Pg 19. Investigator Talent: Alchemy discoveries.
Concentrate Potion should be Concentrate Poison. I assume it is a typo unless you secretly added a concentrate potion somewhere.

Issue #2:
Noticed nothing about favored class bonuses. Is it assumed we take the 1 hp or 1 skill point? Or can we choose the favored class bonus from one of the two hybrid classes the class is comprised of? Clarification needed.

Issue #3: Similar to #2 except regarding archetypes. I don't know of any off-hand but I am sure a few archetypes could qualify since these hybrid classes have some of the original class abilities (ie arcanist looks like it would have a few). If they aren't allowed, a simple wording on it would be appreciated so it could be official. It helps to stop the debate before it starts.

I'll update as I find things, just wanted to get the thread started.
Feel free to contribute but keep in mind, this thread isn't about your opinion on the classes, its about typos, funky wording that should be fixed, and anything else that appears wrong or may need clarification.


So lately I've been running an ogrekin fighter and have the Quick at Hand ogre feat from the ogre listing in the beastiary. ( http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/ogre )

I've taken a liking to using a rope with 3 bear traps tied to the end. Each has its own length of 5ft rope tied to the main rope.

However I am trying to figure out how to get this to actually work as a ranged weapon and the mechanics of it. On top of that I am trying to figure out any way to improve the bear traps and rope so it can somewhat scale so it doesn't start to suck in the next few levels.

I don't really care for the damage, I just want it to snap at people it hits so I can drag them towards me/the party. Also to perhaps throw them at a square so it can snap on people walking over it.

If you have any ideas on how I could get this to functionally work or a half decent house ruling on it, that would be great. Also anything about getting the rope or bear traps better.


So I have a DM who is allowing us to use 3rd party feats if he approves of them...however I am not overly familiar with them. Do any of you know of any 3rd party feats for fighters? specifically 2 handed fighters?


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After looking over this feat chain for a two-handed fighter I am working on..I have some issues believing its worthwhile for them.
Correct me if I am wrong but...
Vital strike is solely good for just moving and getting 1 attack in?
Vital strike isn't worth it if you are going for two handed crit/sunder/cleave build?

Is it really worth it for 2 handed weapon fighters? I am doing a crit/sunder build on mine but...
If so, why?


So I was reading through the magic item creation rules. It seems the only requirement set in stone is needing the feat to make the item.
Could you add a spell to an item that is higher than your current caster level for the +5 dc?
How about a potion at higher caster level than you?

In either case we can use magic vestment for example, dc 5+caster level+5 for not meeting the caster level requirement.
So DC 30 for a caster level 20 magic vestment.


Trying to find some magical items for alchemist, I've found a few like the wondrous item Admixture Vial.
Are there anymore? Perhaps a list of magic items just for alchemist? My google-fu is just showing me alchemical items like sunrods and what not.


I haven't touched psionics in over 8 years and I can understand why it was supposedly "op" then but I haven't gone through the pathfinder variant yet.
Is it still deemed "op" in pathfinder as well?


Alchemist cover quite a variety roles depending how you build or specialize and as such I think they deserve a bit more content, even a full on book dedicated to them.

They need more than one prestige class. That being said the master chymist could use some tweaking. Unless you are straight bestomorph alchemist and looking for longer durations or more uses of mutagens per day, the master chymist offers nothing else. You stand to lose to much from the lack of discoveries and class abilities. I understand it could be considered a "flavor" class but it kind of saddening its the only alchemist one available.
ie: play vanilla melee alchemist and you get longer lasting self buffs and once you hit persistant mutagen, you can essentially use your one mutagen all day while still getting discoveries that greatly enhance you.

So with that yes, more prestige classes and master chymist tweaking.

Next up is the actual use of craft alchemy.
Any joe shmo can take craft alchemy and craft the same things an alchemist can. The standard alchemy items are ok but I think alchemist deserve better.
So I offer up the suggestion that alchemist not only get a "higher tier" list of crafted alchemical items but can also enhance the "lower tier" alchemical items and even (eventually) craft things such as alchemical golems/contructs/dragons.
Aren't alchemist suppose to be awesome at making epic things? If I wanted a sunrod..I'd poke some low level character or just buy it.
I think this goes without say due to the number of post I've seen about it but the crafting system needs to get re-worked. It has some serious flaws that need to be addressed.

They also need a lot of rule clarification with them as well..just saying.

I have more things in mind but I am sure you get the idea. Alchemist have a large variety of roles and as such they need the content to back it up so we can utilize them properly. I don't want to be limited to melee or bomb chucka'


Can you stop leveling in an archtype and just level in the parent class?
IE: 1-10th level beastomorph then 11-20 just continue on as a normal alchemist?


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I blame druids for all the weird crap in the pathfinder world. Especially bored/rich high level druids...

ie:
You and your party are walking down a path and see a camel with a pack full of gear standing there with no apparent owner around.
Groups thief beckons the sorcerer to use detect magic to see if he has anything good. Finds magic everywhere on the camel.
After some debate the group decides to look for the camels owner.
As they walk away they get hit by a fireball. They turn around to see only the camel staring at them.
Sorcerer uses detect invisibility...nothing.
Group gets hit with another fireball that appears to come from the camel.
Group gets confused and figures why not..attack the camel.
Camel proceeds to cast more spells..

Lesson learned..druids that randomly awaken things are dicks. Also so are camels.


Is the master chymist the only alchemist prestige class that exist?

Seems they are really lacking in this area.
Master chymist is for those who go melee and even then it only seems to be worthwhile for the passive mutagen per day. You get more benefits out of just going straight beastmorph and taking discoveries while learning new extracts.

As for any other type of alchemist it really doesn't seem worth it.


I am trying to find some rules on how far I can throw an object.
Not aiming at anything, just want to see how high I can throw something and how far I can throw something.
Like how high could a str 22 char throw 30 lbs rock or anything for that matter.
If there are some rules for it I would greatly appreciate a link or some clarification.


Looking to include some 3rd party content into future games but with all the material out there it is tough to go through it all.

So I ask you, What 3rd party publisher tends to have balanced content?


So I am playing a half-ogre fighter for a campaign and I want to make sure this feat build looks good.

1: Weapon Focus: Falchion, Power Attack
2: Cleave
3: Intimidating Prowess
4: Weapon Specialization
5: Dazzling Display
6: Shatter Defense
7: Vital Strike
8: Greater weapon focus
9: Improved critical
10: Lunge
11: Deadly Stroke
12: Improved Vital Strike
13: Great Cleave
14: Critical Focus
15: Greater weapon spec
16: Greater Vital Stike
17: Bleeding Critical
18: Pentrating Strike
19: Greater Penetrating Strike
20: Iron Will

The problem I am currently facing is getting these feats in the right order to maximize my damage as I go along.
More or less the plan is to do a ton of single target damage and to also do some "aoe" damage to nearby opponents.
Any help with this would be appreciated...also fyi since I am half ogre I have no intention of going for a whirlwind attack build.


If I use my feral mutagen and get my 2 claws and bite then with the beastmorph archtype choose a cat to beast shape into, do I get 2 more claws and a bit?
How does it work?

Lets assume this is the beast shape 1 or 2 spell, not alter self.


I can't seem to find anything about it but here is my question.
If I am a small character and use Beast Shape 2 and pick a large creature, will I grow to large size or will I grow to medium?
All I've found is a size modifier chart but it doesn't seem to help.


How does an alchemist go about applying metamagic to potions they can make?
Through rods or otherwise?

Trying to figure out how I can maximize a potion.


1 person marked this as FAQ candidate.

This is a topic of some concern for me and I came here to get your opinions on the matter. Perhaps even an official ruling.

This is in regards to Inert Mutagens for Alchemist.

" It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again."

Ok, with this RAW it would imply you can make a bunch of mutagens and pass them on to a party member to hold for you.
I don't see anything about them becoming permanently inert.
Continuing with RAW, it would become inert when passed off like an extract or bomb but when he picks it up again it does become active.

Now there is the matter of the Infuse Mutagen Discovery. Which reads: "This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect."

The RAW on this lets you have more than one mutagen actively available to you and different types for that matter as an emergency.

So overall reading it as RAW, you can either use another mutagen but have to get it from your teammate which could take a few actions (if this happens in combat) or for the low cost of 1000gp and some int you can have more than one mutagen and a different kind of mutagen for that matter for certain situations.

As for RAI..yes it can also be seen as 1 mutagen period and it takes you an hour to make another. I've seen this debate go both ways.
However, until we get confirmation, all RAI is just *perceived* until we get some sort of statement from the designer.

In my opinion the RAW form is broken and the RAI form is underpowered with it being a 1 hour craft time and infuse mutagen is to expensive to consistently be useful.
For standard bomber alchemist this isn't to much of an issue. For beastmorph or mr.hyde builds it is unless you go into master chymst.

Either way, RAW or RAI? Or if you know of a link to some official ruling that would be even better.


1 person marked this as FAQ candidate.

I am about to do a campaign in a few days playing as goblin alchemist with the bestmorph archetype. I am fairly concerned about my mutagen usage but I've noticed some odd wording and was wanting some clarification.

"An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again."

So this being said, Can I have more than one feral mutagen brewed but have it inert until the other one is used up? Or seeing how it says in possession, could I potentially give it to a teammate and have him hold on to the extra until I use it?

I did notice the infuse mutagen discovery but was wondering if that was meant to apply to other types of mutagens due to this wording in it.
"This allows an alchemist to create different types of mutagens and keep them handy for emergencies."
As a just in case he needs another type and has to switch it up.

Now for the second matter I was concerned about with a beastmorph alchemist.
I am getting some mixed readings from polymorph rules and beast shape spell.
All I really want to know is, can I get other abilities from the animal I choose outside of what the beast shape spell says?

Clarification here would be great! Just trying to get things straight before I run this character.


So I am new to these boards still and was trying to find where to post this. My guess is here?

In any case, I play with my friends via use of messenger and ventrilo. However they are often busy so I am wondering, how would I go about trying to find people to play with online via messenger/voice chat?

I don't see a specific forum for it here and tangledweb has few pathfinder games and wants the use of maptools.

Any advice would be greatly appreciated!


I know I've been pestering yall with some rule clarifications lately but my friends and I just switched over to Pathfinder recently.
In any case here is my question.

Mummification states "The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep."

Does a mummified alchemist sleep? I know by being immune to sleep he refers to the spell but I just want to be sure upon this.

I ask this because normally it would state something along the lines of "Immune: magic sleep effects" not just "Sleep"

Also as a side question, is there not a level adjustment anymore for certain races as pc's? I was looking over drow and some others and can't seem to find a level adjustment anywhere.


Was looking at this, http://www.d20pfsrd.com/gamemastering/afflictions/poison#TOC-How-does-poiso n-work
and it states these are example poisons and a poison I make has a dc equal to the fortitude save I want it to have. However I do not see anywhere on how to determine the cost. I even checked the source links at the bottom of the page and still doesn't have any info.
Can anyone help me with this?


So I am working on a goblin alchemist for a friends campaign and noticed something.
While checking item creation rules it says crafters can apply their metamagic feats to potions they make provided you pay for the extra caster lvl cost.
Then I looked over Alchemist discoveries and saw the Extend Potion discovery which doubles the duration.

Would a Extended Mage Armor potion stack with my alchemist Extend Potion discovery?
I see no clarifications but I think it does >>