Mike Monty's page

Organized Play Member. 3 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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So, most of the good archetypes are good because they enable interesting multiclassing options… Take away multiclassing by level, and there's really no point as the game would be dead on arrival anyway. That Said…

1. Urban Barbarian (Barbarian). The ability to Dex rage and without an AC penalty, actually have your AC go UP in rage is awesome and enables all sorts of multiclassing options like Raging Archer & Raging Agile Weapons.

2. Mind Chemist (Alchemist). Between cognotogen and mutagen, there is no class that doesn't benefit from a 1-4 level dip into Alchemist.

3. Mutagen Warrior (Fighter). Want the single best class feature of alchemist without a BAB hit? This is for you!

4. Exploiter (Wizard). Arcanist, but better, and enables low level dipping into Wizard from other spell casters because the exploits do not specify that they must be used on only arcanist/wizard spells.

5. Crossblooded (Sorcerer). Two bloodline arcana that apply to ALL of your spells, not just your sorcerer spells. Great way to maximize a one level dip into Sorcerer.

1/5

I have an alchemist character who has the discovery Infuse Mutagen. I have found that I almost never need a second mutagen per day, and thus want to retrain it to feral mutagen. This leads to some confusion:

I had originally read the FAQ entry on alchemists crafting alchemical items as refering to Infused Mutagens too... namely that I could in fact craft infused mutagens that persisted across scenarios in the same way that one can use craft alchemy to craft alchemical items that don't disapear at the end of the scenario, or apply poisons or weapon blanches to items and have those applications persist across scenario.

As such, my alchemist has six infused mutagens accumulated over several scenarios.

Q: What will happen to those mutagens when I retrain the discovery that was used to create them? I can think of three possible answers to this question:

A1: An argument can be made that they will no longer function. That I can have infused mutagens only as long as I have the discovery.

A2: An argument can be made that they don't exist anymore regardless... essentially they are "ongoing spell effects" not "alchemical items" and therefore ceased to exist after the scenario they were made in. (I don't think this is the case since they don't require a spell to make, and the whole point of the discovery, which is itself legal for PFS play, is to accumulate mutagens over a long time period... that is more than one scenario). This question of whether the Infused Mutagen persists across scenarios has been asked and discussed with opinions in both directions Here and Here, and Here. However, there has been no official clarification that I can find so far.

A3: An argument can be made that I will keep the infused mutagens, but just not be able to make any more.

1/5

Joshua J. Frost wrote:
Minus exceptions, yes.

A small suggestion for more clearly wording the exceptions for what is legal for play in the APG. Currently there is a sentence that reads:

"The following parts of the Advanced Player’s Guide are NOT legal for play: Craftsman alternate Dwarven racial trait, Practicality alternate Halfling racial trait, Heart of the Fields alternate Human racial trait, Alchemist’s Brew Potion class ability (he receives Extra Bombs instead as a Bonus Feat), Cavalier’s Expert Trainer class ability (he receives Skill Focus (Handle Animal) instead as a Bonus Feat), Witch’s Cauldron hex, Antipaladin Alternate Class, Cooperative Crafting feat, the Master Alchemist feat may only be selected by Alchemists and Poisoners, all of the Cursed magic items and artifacts, the Hero Point new rule and associated feats, spells, and magic items, the Hedge Magician, Magical Knack, Natural Born Leader, and Rich Parents traits, and all of the Campaign Traits."

Are spells, and magic items from the APG legal? By one reading, (probably the right one) the answer is yes, except for thos associated with the Hero Point new rule. However, it is quite easy to read the above sentence as a single comma delimited list (rather than a comma delimited list inside another comma delimited list) in which case all spells and magical items are not legal.

I suggest the following addition of parentheses to remove this ambiguity:

"The following parts of the Advanced Player’s Guide are NOT legal for play: Craftsman alternate Dwarven racial trait, Practicality alternate Halfling racial trait, Heart of the Fields alternate Human racial trait, Alchemist’s Brew Potion class ability (he receives Extra Bombs instead as a Bonus Feat), Cavalier’s Expert Trainer class ability (he receives Skill Focus (Handle Animal) instead as a Bonus Feat), Witch’s Cauldron hex, Antipaladin Alternate Class, Cooperative Crafting feat, the Master Alchemist feat may only be selected by Alchemists and Poisoners, all of the Cursed magic items and artifacts, the Hero Point new rule (and associated feats, spells, and magic items), the Hedge Magician, Magical Knack, Natural Born Leader, and Rich Parents traits, and all of the Campaign Traits."