Mike Monty's page

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



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.