Alchemist: Abilities


Advice


Hi, i was looking at this class and all i could say was,"how COOL!" but for some reason, I'm sure it is plain as day, i cannot find what it's core abilities are other then Intelligence. I kind of imagine it's kinda open on that part.


It depends on what you focus on in the class (what discoveries you pick, etc).

I recently created an Alchemist NPC that was focused on bombs (didn't even touch the mutagens really, not for that encounter anyways).

In this case, Dex and Wis were good for ranged attacks and the associated skills (disable device, perception, survival, heal, etc).

If you are going for a mutagen "become combat capable", you would probably want to look at having a nice base in Str and Con.

I'd only see Charisma as a focus if you were intending on playing a merchant style of character. Otherwise, it only helps with Use Magic Device checks really.


Ok also i was wondering about armor. Does the spell check penalties ever come into play for the alchemist or can he wear any armor? with the right feats of course. Also i did not see a lot of things for the mutagens even though they look really cool. Is there something i missed because i only saw one or 2 discoveries for the mutagens?

Sovereign Court

No spell failure problems on Alchemists.


Thats cool but what about the mutagens? I think that game wise there are really cool but as for getting better mutagens it sucks. it seems like it doesn't upgrade at all till 12th level or so. Am i missing something about it that makes it better?

Also role play wise i was going to make a character that was crazy pretty strong and fit (unless mutagens are not worth it) and he is slightly disturbing looking at well from so many mutations to himself. But he is a genius but not all there in the brain.


Mack_Daddy wrote:

Thats cool but what about the mutagens? I think that game wise there are really cool but as for getting better mutagens it sucks. it seems like it doesn't upgrade at all till 12th level or so. Am i missing something about it that makes it better?

Also role play wise i was going to make a character that was crazy pretty strong and fit (unless mutagens are not worth it) and he is slightly disturbing looking at well from so many mutations to himself. But he is a genius but not all there in the brain.

You're quite right. There isn't much to do by way up upgrading the mutagens until 12th level. Until then, it's a cool idea with weak mechanics.

As for the roleplay, you can play it how you want, but going with the classic Dr. Jekyll/Mr. Hyde concept, the "mutation" isn't really a mutation like we so commonly see in today's literature. It's more of a "transformation" that lasts for a while then wears off. The DNA, genes, whatever, are not "mutated" so there are no lingering issues.

This has the advantage that when you're not under the influence of your mutagens, you can mingle with ordinary society and nobody will know of your chemically-induced dual nature.

Of course, Dr. Jekyll was insane to begin with, and the whole mad scientist idea fits pretty well with someone who will mix up a bunch of nasty stuff and drink it to turn himself into a monster.

I'm not saying you can't or shouldn't play it with lingering mutations that cause a disturbing appearance to your normal un-mutagened self. You certainly can. I'm just saying that this is not a built-in requirement of the ability. You could also play your character as a handsome/beautiful supermodel without even so much as a freckle or a blemish, and yet you transform into your mutagen and back to your beautiful self whenever you want with no lingering effect at all.


Well it says something along the line of every alchemist does his thing differently and though it probably does not do what i want it to i will say that in the way he does it it is more like a drug with after effects on the body. Now of course game terms, yes, it wont effect the battle but to see a well built crazy man running around on the field with only but a few potion vials and bombs and hyped up on his own little mutagens would be so much fun to role play.

But i mean the class isn't official yet is it? Can they change a few things? Although i like the bombs and things i feel like the mutagens would be fun to have a few upgrades.

Shadow Lodge

If you want to focus on mutagens you get feral mutagen fairly early in the game. 2 claw attacks and a bit at full BAB is pretty decent.

If you are going this route you would likely use extracts to boost your martial prowess. Combine Extracts is a great way to slip multiple buffs into a single handy gulp. If you have Adventurers Armory (and if your GM allows it you should, it's an alchemists best friend) take accelerated drinker to allow you to scarf a potion in hand as a move action. While you are browsing the armory grab the spring loaded wrist sheaths and load each one with an extract or mutagen.

The class is still beta but the final is in print already, what changes have been made we won't know about until release date.

If you were going Alchemist mutagen specialist I imagine your discoveries would be something like this:
2nd Feral Mutagen
4th ???? Infusion or smoke bomb ????
6th Sticky Poison (Use poison on your claw attacks or weapons)
8th Combine Extracts (Shield and Enlarge person is a good combo)
10th Sticky bomb is good even if you don't focus on bombs
12th Greater Mutagen
14th ????
16th Grand Mutagen or Elixer of life
18th Whichever of the above you skipped

You would probably focus on strength and dexterity primarily.


Thank you if there is any way please try to keep this post up as long as possible this is very helpful.


0gre wrote:

If you are going this route you would likely use extracts to boost your martial prowess. Combine Extracts is a great way to slip multiple buffs into a single handy gulp. If you have Adventurers Armory (and if your GM allows it you should, it's an alchemists best friend) take accelerated drinker to allow you to scarf a potion in hand as a move action. While you are browsing the armory grab the spring loaded wrist sheaths and load each one with an extract or mutagen.

I have the armory and i cant find accelerated drinker. Is that a feat, trait, what?

Dark Archive

Thanatos95 wrote:
0gre wrote:

If you are going this route you would likely use extracts to boost your martial prowess. Combine Extracts is a great way to slip multiple buffs into a single handy gulp. If you have Adventurers Armory (and if your GM allows it you should, it's an alchemists best friend) take accelerated drinker to allow you to scarf a potion in hand as a move action. While you are browsing the armory grab the spring loaded wrist sheaths and load each one with an extract or mutagen.

I have the armory and i cant find accelerated drinker. Is that a feat, trait, what?

its a trait. i know its on d20pfrd.com


1 person marked this as FAQ candidate.
0gre wrote:

If you are going this route you would likely use extracts to boost your martial prowess. Combine Extracts is a great way to slip multiple buffs into a single handy gulp. If you have Adventurers Armory (and if your GM allows it you should, it's an alchemists best friend) take accelerated drinker to allow you to scarf a potion in hand as a move action. While you are browsing the armory grab the spring loaded wrist sheaths and load each one with an extract or mutagen.

The Wrist Sheath says "This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one light weapon, ranged weapon, or wand that weighs less than 1 pound. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. ..." To me that would mean you wouldn't be able to put a potion in this thing.(I only ask because my DM is very technical and may not allow it, unless otherwise specified...)


Nubzcrymore wrote:
0gre wrote:

...

The Wrist Sheath says "This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one light weapon, ranged weapon, or wand that weighs less than 1 pound. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. ..." To me that would mean you wouldn't be able to put a potion in this thing.(I only ask because my DM is very technical and may not allow it, unless otherwise specified...)

If it can carry 1 pound of ammo, it should be able to carry 1 potion vial. I dont envision them as being very large, more like a chemists test tube.


Name Violation wrote:
Thanatos95 wrote:
0gre wrote:

If you are going this route you would likely use extracts to boost your martial prowess. Combine Extracts is a great way to slip multiple buffs into a single handy gulp. If you have Adventurers Armory (and if your GM allows it you should, it's an alchemists best friend) take accelerated drinker to allow you to scarf a potion in hand as a move action. While you are browsing the armory grab the spring loaded wrist sheaths and load each one with an extract or mutagen.

I have the armory and i cant find accelerated drinker. Is that a feat, trait, what?
its a trait. i know its on d20pfrd.com

Found it on D20PFRD, but its from Cheliax, Empire of Devils, not Adventurers Armory according to that.

Shadow Lodge

Thanatos95 wrote:
Found it on D20PFRD, but its from Cheliax, Empire of Devils, not Adventurers Armory according to that.

D'oh!

You are correct, it is from Cheliax. Sorry about the source confusion.

nubzcrymore wrote:
To me that would mean you wouldn't be able to put a potion in this thing.(I only ask because my DM is very technical and may not allow it, unless otherwise specified...)

I should have said it was one of those 'ask your GM' things. Seems to me that if you can hold 1 lbs of ammo you could get a potion flask in there but if my GM felt otherwise I wouldn't argue with him. Fortunately my GM let me use it this way.


If i recall the average weight of a potion is less than 1 pound anyway, so I dont see a dm having much call to object.

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has Armor Class 13, 1 hit point, hardness 1, and a break DC of 12.

that seems pretty light.

Sovereign Court

Check out this page for AA items like the wrist sheath Nethys has incoperated the changes that SKR said should have been made it the book.

Nethys Gear Archives


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Thanatos95 wrote:


I have the armory and i cant find accelerated drinker. Is that a feat, trait, what?

From the Archives of Nethys:

Basic Traits (Combat)
Accelerated Drinker
Source Cheliax: Empire of Devils 18
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

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