Alchemist Extracts questions


Rules Questions


can some explain to me in simple terms how extracts work, i never play casters so i am having a bit of trouble understanding how exactly they work.


Well they are not spells. But work like them. Basically each morning you can infuse a number of potions you make with magical power. Each extract has it's own formula, which does nothing until you infuse it with magic.

As you can only infuse so much magic per day, you have a limit on how many and how powerful of an extract you can make.

Not sure what else your wanting to know really, what are ya having trouble with?


i usually play barbarians so it all seems a little confusing, i will be playing a level 1 alchemist next Thursday and just don't get the extracts part of the class.

i have an Int modifier of 4 if that helps at all for your explanation.

i never play casters at all so magic in general is confusing, i know that Alchemists don't really use magic but it is similar.


Ok the basics is you can make a number each day off your list of known extracts,

Normly you can make 1 at level 1, however your mod grants you an extra extract. So you can make 2 per day. You have a spellbook, called a fomula book in which at first level you will know two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier, so six.

Your first level list to pick those six from is
Comprehend Languages
Cure Light Wounds
Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
Enlarge Person
Expeditious Retreat
Identify
Jump
Reduce Person
Shield
True Strike

You pick 6 of em. And every day you can make two extracts from any of the six you know. They work like potions but only for you. You make them to to activate em you just drink it.

Hope that helped.


a lot of help, thanks, it being broken down like that makes a lot more sense. thanks


Your welcome, glad I could help.


this question isn't in regards to the extracts but rather crafting alchemical items.

if an alchemist made a fuse bomb (located in the adventurers armory) would the fuse grenade be any better than the basic one?


is there any real point to an alchemist using mundane alchemical weapons or gear?

Silver Crusade

Pathfinder Adventure Path Subscriber
northbrb wrote:
is there any real point to an alchemist using mundane alchemical weapons or gear?

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons. This bonus damage is already included in the bomb class feature.

(This means that even their standard alchemist's fires add intelligence mod to damage. I don't know if the fuse bomb counts as a splash weapon (my gut says maybe) but if it does, then add your Alchemist Int Mod to damage with it.


one last question, is there anyway for for an alchemist to keep his elixirs, mutagens, and bombs on hand so he doesn't provoke an attack of opportunity when he tries to use them?


You typically keep Elixirs/mutagens on hand, the problem is you use them as potions (which provoke AoO). Bombs are ranged (Splash) weapons and therefore any ability that would let you attack in melee with a ranged weapon would help you out here.

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