Sirlink wrote:
The book says treat this bonuses at temp for the first 24 hours. So with int you wouldn't get bonus spells, skills, or languages until after 24 hours. However they still are an enchantment bonus. The book also says if you remove the item you have to wear it for another 24 hours before the bonus is no longer treated as a temporary bonus.
hogarth wrote:
Wow my bad, Sorry I just started playing pathfinder in January and I only read the section on potions in the feat descriptions, in the alchemist section, and in determining the base price. I didn't realize there was another section about creating magic items in general that relates to potions. I guess my GM never required me to roll for a level 1 potion since my craft alchemy is so high from being an Alchemist so no real chance of failure.
So first off you can't add +5 to the DC of brewing a potion because there is no DC and no roll. When you make a potion it takes 2 hours if the price is under 250gp or 1 day for 1000gp base price. So if the item isn't on their formula list they can't brew it. Players Guide page 119 wrote:
Second the Alchemist rules on Brew potion overwrite the normal Brew potion rules so an Alchemist can make a potion of any formula they know like a personal spell like shield. Advanced player's guide playtest final class playtest page 4 wrote:
In addition: Advanced player's guide playtest final class playtest page 4 wrote: An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. So with that in mind in theory you could use independent research like a wizard does to add a new spell to your formula list then make a potion out of it. Players Guide page 219 wrote:
Sidivan wrote:
Well since it only says "An extract is “cast” by drinking it, as if imbibing a potion—" and it doesn't say anything about drawing it I would treat it similar to a bomb.Since bombs have more detail "Creating and throwing a bomb requires a standard action that provokes an attack of opportunity." Since to create a bomb you need to take your catalyst vial and infuse it then throw it all as a standard action I would treat grabbing and drinking a extract as a standard action. It would seem that Alchemists are more used to grabbing and drinking stuff than other people. Since they have sleight of hand as a class skill it would make sense that they could grab something and drink as one standard action. This would also play into the accelerated drinker trait since if an Alchemist was already holding the item it would be much easier for them to drink it instead of having to take it an drink.
I was looking at applying the giant template to a large animal and looking for a leg to stand on like for a Deinonychus it says "Conversely, you can either increase the deinonychus to Large size and its Hit Dice to 8 or simply apply the giant and advanced simple templates to create a formidable megaraptor." I know I could ask a my GM to allow me to make a larger animal but it seems like it would be easier to convince if there was an animal already marked as you can make this bigger. James:
Beast Shape I and II have a lot more choices than Beast Shape III. With the lower beast shapes you can go with animals that have many attacks or one more damaging attack for vital strike. It seems like Beast Shape III really leans towards a vital strike path. All the animals have one strong attack other than an elephant with two attacks and a Giant Squid with 4 attacks but is aquatic. Seems like there needs to be a 3 or 4 attack huge animal choice.
TLO3 wrote:
Thank you for the feedback. I was looking at Improved grapple and disliked that improved unarmed strike was a requirement, I thought about asking about taking it without the requirements. That was one of the things that was bothering me it seemed like there would be some good feats but the requirements weren't fitting with an Alchemist. I would have to ask for house rules on those things. For instance two weapon rend would be great if could take it while only under the effect of mutagen or improved grapple like you said. I was thinking about going the dodge, mobility, and spring attack chain but I'm more of a front line fighter so I didn't feel it would be as useful as something else. I'm planning on getting an holy amulet of mighty fist when I can so the damage from 2 more holy attacks would normally out damage the one vital attack for a while anyways. Oh well it seems like I either have to ask for exceptions to some feats or wait to see if there are more relevant feats when the Advanced players guide comes out.
Can you beast shape into any animal within the size catagory or only what is listed. For instance if I want to beast shape into a dire lion I would need to use Beast shape II to be a large animal, which grants me: climb 30
But a lion also has rake and the first time that is available is at Beast Shape III however that is for Diminutive or Huge creature of the animal type which grants: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60
So would I be able to use Beast Shape III to turn into a Dire lion so I could have pounce and rake and if so what bonus would I take to size the one from beast shape II since its a large animal or would I still take the bonus from beast shape III.
I've been playing a Human Mutagen Alchemist with a strength of 18. I like the whole Hyde thing the alchemist has going and I want to focus on that. I'm currently level 4 and I've been trying to find some feats that would be decent with melee fighting with Natural attacks since my first Discovery was Feral Mutagen. So far for fighting I've been using a strength mutagen and enlarging to make my strength 24 and raising my damage to 2 claws at 1d8 and 1 bite at 2d6. As for feats I took:
At this point I can't really think of any feat that goes oh ya that fits. So my current thoughts were Improved Natural Attack(claws or bite) or Weapon Focus (claws or bite). Maybe there will be some new feats that fit better when the Advanced players guide comes out, like maybe someway to do a rend or a grab with my natural weapons but so far nothing stands out for this type of build. Anyone have an idea for feats that I might just be overlooking or not fully appreciating? Thanks
Hockeytown wrote:
There were many posts on this during the playtest and the general consistence was that an Alchemist could brew anything from his formula list that he knew. I didn't find a post where this was said officially but here are some of the discussions on it.
I thought it was mentioned in the final round of play testing discussion that the Alchemist could brew potions what weren't normally allowed to be brewed like shield. The Alchemist list of formulae superseded the normal rules for Brew Potion because as a class bonus feat it has different rules only restricting the potions to any formulae he knows. "At 1st level, alchemists receive Brew
Rezdave wrote:
Bah, you got me I was replying quickly and glazed over the reply, I did mean to type enhance. Once point about Weapon Specialization you have to have Weapon Focus and be a 4th-level fighter so a lion couldn't take it or a non fighter class with a natural attack. You have mentioned it a few times that INA is a poor feat.Maybe I'm not understanding some of the other feats out there but what would you suggest other than power attack for combat with natural weapons.
hogarth wrote:
In the case of a griffon the rake is done with the rear claws which are 1d4. The griffon also has 2 talons in the front that deal 1d6. I haven't looked at every creature but so far every one that I've looked at that has a claw attack and rakes with it does the same damage as the claw attack. I guess in the lion case the question would really be would INA enchant both the front and rear claws or just the front.
Rezdave wrote:
Unless I'm misunderstanding you you are confusing Weapon Focus with Weapon Specialization. Weapon Focus only gives a +1 bonus on all attack rolls you make using the selected weapon. There are very few feats that bump up damage it self. While something like Power Attack is normally better for damage INA has no draw back.
cwslyclgh wrote:
Thanks, that's what I thought, so a special that works on the claws like rake or rend would be left up to the GM but normally makes senses to do so imo.
Bestiary pg 315 wrote:
Improve natural attack says choose one of the creature's natural attack forms. So I assume if you picked claws it would effect both claws and not just one. If I'm wrong then the rest of the question doesn't matter. In the case of an animal like a dire lion if you improved claws and used rake would the rake damage also go up?
Xandos wrote: I agree, with contact poison you will poison yourself and an increased chance of poisoning yourself with injury poison. But if your immune to poisons i don't see any reason at all why you couldn't apply poison to your natural weapons. Thanks that what I was thinking but was just checking to see if I missed something in the wording of "Weapon" vs "Natural Weapon".
ZappoHisbane wrote:
I was just wondering if there is anything to stop you from putting poison on a natural weapon. I understand that there could be a chance of poison your self on attacks. However at level 10 an alchemist becomes completely immune to poison so at that point there isn't any danger just the trying to find the rule of using poison on natural weapons.
If you have the poison use class ability and then gain natural attacks either through Alter self or in the case of an alchemist Feral Mutagen can you add poison to the attacks. For instance you have 2 claws and a bite with no natural poison can you add poison to any of your natural weapons or do they have to be regular weapons? Thanks.
DizzyDev wrote:
It has been stated that by Jason that eternal and extend potion only work on potions, this caused a lot of confusion before Alchemist could make potions (IIRC). It's believed to be done for balance reasons since potions can only go up to level 3. As far as bombs are concerned you can only have one type of bomb at a time for instance acid bomb can't be used with sonic bomb. It is worded that explosive bomb is a type of bomb so following that logic you can't have an acid bomb that has a splash of 10 and catches the target on fire. However it seems that precise bomb is a modifier for your bombs so all your bombs could use precise bomb. The wording on those two are very similar so I could be mistaken and I hope this things are spelled out before it gets printed.
MaverickWolf wrote:
Because of extend and eternal potion, I think if this would be better if an Alchemist got "Brew Elixir" at level 10 which would allow you to make an Elixir from higher level extracts but since its an Elixir you couldn't make it permanent.
thegreatpablo wrote:
Nightmare: "You send a hideous and unsettling phantasmal vision to aspecific creature that you name or otherwise specifically designate." So the Alchemist drinks the extract which is casting the spell, then they make a connection with the the creature they are trying to afflict the nightmare on. The Will Save Modifier is adjust by knowledge of the creature and by connection.
SmiloDan wrote:
The major issue I see with something like this is an alchemist can make a potion effect permanent if you go past level 3 on potions you could have some serious balance issues. However that could be fixed with a discovery or a class feature at a higher level that is Brew Elixir which could let you make an Elixir or a higher level extract which you couldn't make permanent.
Honkeycorn wrote:
This was stated by Jason as being a misprint in the "UPDATE - A few simple Corrections " sticky. True mutagen gives +8 to all physical stats as an alchemical bonus.
Jason Bulmahn wrote:
I posted this before the update but it looks like it was still missed: "True Mutagen: The alchemist’s mutagen now grants a +8
Not only does it still provide an enhancement bonus instead of alchemical bonus like the rest. But it also looks like its providing the numbers from before the update, it seems with the current scheme it should provide +8 alchemical bonus, also it should clear like the rest of the mutagen discoveries do about minus to other stats, because as its worded it seems like it would provide no minus, to int, wis, or cha.
In the original alchemist class and the updated it says: "Although alchemists don’t actually cast spells, they do
However in the new guide there is no page 7 with formulae list and it also says: "To learn or use an extract, an alchemist must have
"An alchemist may know any number of formulae. He
And goes on to talk about how you can learn from a Wizard's spell book. So does this mean that Alchemists can start off learning only the items that were on the old formulae list that is no longer in this guide or is it now open to any spells that fulfill the requirements.
Jason Bulmahn wrote:
Also for True Mutagen it only gives "a +6 enhancement bonus to his Strength, Dexterity, and Constitution." In addition to being an alchemical bonus shouldn't it also be +8 to all since Grand Mutagen gives +8 to the 1st, +6 to a 2nd and +4 to the 3rd. It should also clarify if True Mutagen also gives -2 to int, wis, cha.
Ryan White 148 wrote:
You create the catalyst vials at any point, so normally at the start of the day. Once you have the catalyst you "infuses the catalyst vial with magical energy." The infusing sets what type of bomb it is and it is a move-equivalent action. |