Alchemist questions


Rules Questions


OK a few questions here.

Does an Alchemist have to keep track of the components required to make Bombs potions and mutagens? There are two parts to this, first is a cost concern, is it like material components where the character is just assumed to have them?

Second is do they have to keep track like ammunition in the event they run out?

Thirdly, what do they weigh? An alchemist fire weighs 1 lb. Does that mean enough stuff to make a bomb weighs 1 lb? Given that even a low level Alchemist can make like 5 Bombs/Mutagens a day, a weeks adventure would be 35 lbs. Given the encumbrance rules in Pathfinder, that seems problematic.

Lastly does making a bomb require two free hands? I assume so, but it does not say.

Thanks in advance for the help

Liberty's Edge

Theo Stern wrote:

OK a few questions here.

Does an Alchemist have to keep track of the components required to make Bombs potions and mutagens? There are two parts to this, first is a cost concern, is it like material components where the character is just assumed to have them?

Basically, yes. Material components are required, but as with other spellcasters, i think you'll be fine buying a spell component pouch every so often. This question, however, brings up another good question...can alchemists take the Eschew Materials feat?

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Second is do they have to keep track like ammunition in the event they run out?

Most of the games i've been in our casters dont keep track other than the GM telling that character to mark off 5g to refill a spell component pouch every once in awhile.

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Thirdly, what do they weigh? An alchemist fire weighs 1 lb. Does that mean enough stuff to make a bomb weighs 1 lb? Given that even a low level Alchemist can make like 5 Bombs/Mutagens a day, a weeks adventure would be 35 lbs. Given the encumbrance rules in Pathfinder, that seems problematic.

I envision them as kinda like a laboratory test tube...not very big. The difference between alchemists fire and alchy bombs is that the alchy bombs are magical, so not as much material is required. Alchemist's fire, on the other hand, is basically self-igniting napalm, and requires more flammable material.

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Lastly does making a bomb require two free hands? I assume so, but it does not say.

OK to make the inert liquid and put it into a vial, yes. But i would say to activate that catalyst no. Nothing is stopping you from making a whole year's worth of bombs and just using them as you go along. The liquid in the bomb flask is inert until you activate it to throw it.

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Thanks in advance for the help

Hope this helps!


It helps a lot thanks, though I don't know about a years worth. A years worth of bombs even test tube sized would be like 750 bombs if you adventured 150 days per year and used 5 a day, and even if they are 10 to a lb you are talking about 75 lbs of test tube sized bombs. I can see a month at a time though and just applying some refresh cost when they are in town should be a good approach.

Thank you

Liberty's Edge

Theo Stern wrote:

It helps a lot thanks, though I don't know about a years worth. A years worth of bombs even test tube sized would be like 750 bombs if you adventured 150 days per year and used 5 a day, and even if they are 10 to a lb you are talking about 75 lbs of test tube sized bombs. I can see a month at a time though and just applying some refresh cost when they are in town should be a good approach.

Thank you

I was just using a years worth as an extreme example...and in reality there's nothing to stop you from making that many and just tossing them in a bag of holding or something...as long as you used up a years worth of components anyway.


Theo Stern wrote:
Thirdly, what do they weigh? An alchemist fire weighs 1 lb. Does that mean enough stuff to make a bomb weighs 1 lb?
Advanced Player's Guide, Final Playtest wrote:
In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst

Emphasis mine. I'd say even if you wanted to be nitpicky and count the weight of the vials containing the liquid, you could probably say 10 bombs = 1 pound. Honestly, I wouldn't even bother to track weight for them at all at that rate, but my group doesn't worry too much about encumbrance unless we catch someone carrying obviously ridiculous amounts of stuff. (We had a new player a couple years ago join and start hoarding stuff like it was a video game. Before we caught on, he had like 8 extra long swords and 3 or 4 suits of medium and heavy armor that he'd grabbed just "to sell in town.")

RPG Superstar 2011 Top 4

Well a material component pouch is a minor magical item that can provide any component costing under 1g. So if you have that providing the components you need you're not even carrying around a ton of vials. You just reach in the pouch.

There will be rules for a portable alchemist lab as well.

Shadow Lodge

Scipion del Ferro wrote:

Well a material component pouch is a minor magical item that can provide any component costing under 1g. So if you have that providing the components you need you're not even carrying around a ton of vials. You just reach in the pouch.

There will be rules for a portable alchemist lab as well.

Im going to try to talk my GM for the game im gonna play an alchemist to let me eventually (level 10 or so when it wouldn't be OP to have) make a Chymick swarm and use that as pretty much solely as a portable alchemy lab and companion (my alchemist isnt right in the head after years of exposure to strange chemicals). See if I could do it by taking some feats for it as I don't see a whole heck of a lot of feats an alchemist really NEEDS to take. If that wont work its a much more boring alchemy lab in a bag of holding /sigh.

On the topic of components, Im just gonna buy a component pouch like a wizard would, and an adventurer's sash out of the Seeker of Secrets book to store my extracts/mutagens/bomb mats in. Also going to see if I cant take craft{metalworking} to make small, metal vials (think aluminum type consistency) to keep my extracts/potions/mutagens in as opposed to silly breakable glass.


Personally, I use material component pouch less for "You have to refill" and more for "The guard smells sulfur on you."

You can take away the robes, you can take away the silly hat, but the wizard still has a bag that smells like bat dung ;)


If you have an alchemist with a natural armor bonus, who has a mutagen, barkskin and a polymorph spell running at the same time, the polymorphed form’s natural armor replaces the alchemist’s base natural armor, but do the barkskin and mutagen bonuses stack with the base natural armor?

Do metamagic rods and feats apply to extracts?

Shadow Lodge

ericthecleric wrote:
If you have an alchemist with a natural armor bonus, who has a mutagen, barkskin and a polymorph spell running at the same time, the polymorphed form’s natural armor replaces the alchemist’s base natural armor, but do the barkskin and mutagen bonuses stack with the base natural armor?

Well the alchemists bonus to natural armor is a sticky bit... in fact natural armor in general is a bit confusing.

A creature has a base "natural armor", for humans their natural armor bonus is zero. A human alchemist takes a mutagen and he gains a +2 bonus to this natural armor. This is an untyped bonus so to speak and stacks with most other natural armor bonuses.

Barkskin is an enhancement bonus to natural armor and stacks with the mutagen.

If you have the mutagen running when you take a polymorph extract his natural armor bonus is replaced, including the bonus from his mutagen, and is replaced with the natural armor bonus from the extract. The enhancement bonus from barkskin or an amulet remains.

If you take your mutagen after polymorphing your mutagen increases your natural armor in that form... but it's not clear what happens once the poly spell expires.

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Do metamagic rods and feats apply to extracts?

No, extracts are not spells so feats/ items that affect spells generally don't affect extracts.


Theo Stern wrote:

OK a few questions here.

Does an Alchemist have to keep track of the components required to make Bombs potions and mutagens?

No. he only needs The alchemist kit from the apg, which works just like a spell pouch. The cost of resupplying it as you adventure is, like a spell pouch, too insignificant to keep track of.

Material (M): A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

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Second is do they have to keep track like ammunition in the event they run out?

Nope.

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Thirdly, what do they weigh?

1.5 pounds for what the alchemist (class) needs to be able to Do his thing. Nothing for an alchemist to use craft: alchemy skill with no bonus, 20 pounds for the portable alchemist kit that grants a +1 to craft: alchemy skill and 50 pounds for the kit that gives you a +2 to your craft: alchemy skill

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An alchemist fire weighs 1 lb. Does that mean enough stuff to make a bomb weighs 1 lb?

No. Alchemist fire is a chemical reaction that burns. An alchemist bomb is a substance that the alchemist has infused with the raw essence of creation: it goes bang with a lot less chemical in it.

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Lastly does making a bomb require two free hands? I assume so, but it does not say.

-it says its like casting a spell, so no. The alchemist can also, specifically, use two weapon fighting for throwing more bombs.

Sovereign Court

what happens to an alchemist if the "opponents" take away from him his alchemist kit ?
he cant do anything ?

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