Dr. Strangelob and Mr. Hyde: The Ogre's Guide to Alchemists


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Shadow Lodge

Phasics wrote:

Just on maxing Bite attack damage

Improved Natural Attack

Sean Reynolds mentioned in another thread that in order for Furious mutagen to stack with giant form the alchemist would have to use giant form first then mutate. This wasn't an 'official' clarification but IMO a reasonable interpretation.

It would be interesting to see how far you could go building a grapple dedicated chymst. The dire lion has a lot of appeal for this. Pounce/ grab/ rake is 5 attacks at full BAB and you get free grab. You do have to use beast shape III in order to get rake but... you get to apply strength damage, and any bonus damage from amulet of mighty fists, greater magic fang, or brutality potentially 3 times each round. It's also a far smaller investment of feats.

Master chymst could grab the burly advanced mutagen which would work nice with any grapple build (+1/2 master chymst level to CMB).

Shadow Lodge

Made some minor updates to reflect the recent FAQ entry on drinking extracts.


Alchemical Allocation + Elixir of life. Feel free to die repeatedly.

Shadow Lodge

Hmm... Strangely I don't think the "elixir of life" is an elixir in the more generic sense. It certainly isn't a wondrous item.

It's name overload. :( When you have all sorts of different substances you drink and you have to name them there is overlap.

Of course if your GM lets it fly... go for it.


Glutton wrote:
Alchemical Allocation + Elixir of life. Feel free to die repeatedly.

just don't get cocky, and start playing like your invincible ;)

GM: that pool you just fell in kills on contact no save. You die, you a resurrected however still being in the pool you die again and are not resurrected.

it is however a nice way to avoid paying 25'000 every few days to always have its effect available.


0gre wrote:

Hmm... Strangely I don't think the "elixir of life" is an elixir in the more generic sense. It certainly isn't a wondrous item.

It's name overload. :( When you have all sorts of different substances you drink and you have to name them there is overlap.

Of course if your GM lets it fly... go for it.

Probably didn't dawn on them. However they didn't capitalize or italics elixir or potion at all in the spell description for AA. Seeing as you need to be 16th level, spend 25,000 gold, and DIE for this to have any effect, it seems ok.

Shadow Lodge

*shrug* At that point the 25k gp isn't the big issue, the big benefit is you res without the cleric even having to hold your hand.


The negative level isn't as much fun.


Glutton wrote:
The negative level isn't as much fun.

restoration solves that minor anyoance


Phasics wrote:
Glutton wrote:
The negative level isn't as much fun.
restoration solves that minor anyoance

On the spell list too boot! Nice.


Brewing a Potion for half cost, then diluting it to sell 2 copies seems pretty profitable.
I'm thinking of a stealthy poisoner who uses either King's Sleep poison to stage a suicide or the Potion to Poison and make it look like a snake bite.


Preston Poulter wrote:

Brewing a Potion for half cost, then diluting it to sell 2 copies seems pretty profitable.

I'm thinking of a stealthy poisoner who uses either King's Sleep poison to stage a suicide or the Potion to Poison and make it look like a snake bite.

you wouldn't make gold faster than if you'd gone out adventuring instead

but i guess if there's an in game break of 2-3 months you might argue the use with a GM and get some extra gold for your trouble.

Shadow Lodge

I am confused as to how the Gnome alternate class ability pyromaniac works. does this just help the save DC for the splash damage?

Shadow Lodge

Derekjr wrote:
I am confused as to how the Gnome alternate class ability pyromaniac works. does this just help the save DC for the splash damage?

It seems to be damage only.

Quote:
Gnomes with this racial trait are treated as one level higher ... when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability).

Shadow Lodge

0gre wrote:
Derekjr wrote:
I am confused as to how the Gnome alternate class ability pyromaniac works. does this just help the save DC for the splash damage?

It seems to be damage only.

Quote:
Gnomes with this racial trait are treated as one level higher ... when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability).

So the gnome would do 6d6 on their bombs at 10 th level instead if 11th?

Also, does this go away if the gnome changes the element type from fire to force? I ask as it would no longer have the fire descriptor.


Derekjr wrote:


So the gnome would do 6d6 on their bombs at 10th level instead if 11th?

yes

Derekjr wrote:


Also, does this go away if the gnome changes the element type from fire to force? I ask as it would no longer have the fire descriptor.

yes

Shadow Lodge

Thanks for the help in understanding guys!

Do you think a party can survive with an alchemist istead of a sorcerer or wizard in the party? It looks pretty doable to me. So is it possible to make a stickied - delayed bomb? My gnome would find that very funny.


Derekjr wrote:

Thanks for the help in understanding guys!

Do you think a party can survive with an alchemist istead of a sorcerer or wizard in the party? It looks pretty doable to me. So is it possible to make a stickied - delayed bomb? My gnome would find that very funny.

Just me, but I'd call an alchemist more of a bard replacement. He can do a great job at buffing and healing with his potions, and as either a mad bomber or a Mr. Hyde type he's great at fighting.

And thanks to The Ogre for the links in the OP. Those are some very helpful ideas.

Shadow Lodge

Alchy is a good replacement for the typical blaster wizard/ sorcerer. They aren't very good at battlefield control, though the smoke bomb chain can do a bit of area denial.

Alchemists obviously kick butt at dishing out single target pain and they are great at hitting people with status effects, Prone/ staggered/ etc.

Neither of my current groups have a wizard and we seem to get along ok.

Shadow Lodge

Eric Hinkle wrote:
Derekjr wrote:

Thanks for the help in understanding guys!

Do you think a party can survive with an alchemist istead of a sorcerer or wizard in the party? It looks pretty doable to me. So is it possible to make a stickied - delayed bomb? My gnome would find that very funny.

Just me, but I'd call an alchemist more of a bard replacement. He can do a great job at buffing and healing with his potions, and as either a mad bomber or a Mr. Hyde type he's great at fighting.

And thanks to The Ogre for the links in the OP. Those are some very helpful ideas.

I'm not so sure I agree with bard replacement, the bard's party buffing nature is pretty unique.

Glad you enjoyed my guide.

Shadow Lodge

Your guide is veey helpful btw. Thanks for doing it.

What about doing a delayed stickied bomb (for damage).

Is this allowed?

Shadow Lodge

I don't see why you couldn't, sticky is stackable.

Glad you like the guide.

Scarab Sages

Just wanted to say that I used this guide to help a friend put together a Chymist for a one off game, and he had a really good time with the build. Thanks 0gre!

-Drillboss

Shadow Lodge

Ok, I'm trying to figure out smoke bombs... Do they deal damage in addition to the fog cloud? Originally I thought no, but the wording has me thinking they might. I know you couldn't stack it with acid or cold bombs, but do they do damage on their own?

Quote:

Smoke bomb*: When the alchemist creates a bomb, he

can choose to have it create a cloud of thick smoke when
it detonates.
The cloud functions as fog cloud, filling an
area equal to twice the bomb’s splash radius for 1 round
per level.

Now I understand that just because it detonates doesn't necessarily mean it has to deal damage, but it doesn't say it doesn't deal damage either. If you look at dispelling bombs,

Quote:

Dispelling Bomb: When the alchemist creates a bomb, he

can choose to have it dispel magic effects instead of deal
damage
. Creatures that take a direct hit from a dispelling
bomb are subject to a targeted dispel magic spell, using the
alchemist’s level as the caster level. This cannot be used
to target a specific spell effect. The alchemist must be at
least 6th level before selecting this discovery.

It specifies that it dispells instead of dealing damage. The smoke bomb doesn't. I was just wondering if there'd been any discussions on this. I tried searching, but didn't find anything.

Shadow Lodge

As far as I'm aware they deal damage and put up a cloud both.

@Drillboss - Good to hear it's getting some use. Let me know if you have any suggestions.

Shadow Lodge

Adding a section on multiclassing. Any suggestions beyond Barbarian and Chymst?

Shadow Lodge

Well, third level rogue poisoner gets the cool Master Poisoner ability to change poison types. And a poison focused alchemist I'm sure would love sneak attack

Shadow Lodge

Ah, good catch.

So another rev, a few other minor changes plus a new Multiclassing section for Mr. Hyde.

Multi-classing Mr Hyde


will this continue to get love after ultimate magic?


Can Alchemical Allocation be used to re-use potions of Barkskin +5 and Shield of Faith +5?

Dark Archive

stuart haffenden wrote:
Can Alchemical Allocation be used to re-use potions of Barkskin +5 and Shield of Faith +5?

Sure. It can be used with any potion after all.


Jadeite wrote:
stuart haffenden wrote:
Can Alchemical Allocation be used to re-use potions of Barkskin +5 and Shield of Faith +5?
Sure. It can be used with any potion after all.

So every second level spell is a mega buff [assuming you have the time], cool!


stuart haffenden wrote:
Jadeite wrote:
stuart haffenden wrote:
Can Alchemical Allocation be used to re-use potions of Barkskin +5 and Shield of Faith +5?
Sure. It can be used with any potion after all.
So every second level spell is a mega buff [assuming you have the time], cool!

not only that with enhance potion discovery you can turn a CL3 barkskin into your CL barkskin potion

Dark Archive

Phasics wrote:
stuart haffenden wrote:
Jadeite wrote:
stuart haffenden wrote:
Can Alchemical Allocation be used to re-use potions of Barkskin +5 and Shield of Faith +5?
Sure. It can be used with any potion after all.
So every second level spell is a mega buff [assuming you have the time], cool!
not only that with enhance potion discovery you can turn a CL3 barkskin into your CL barkskin potion

Considering that barkskin is on the alchemists list as a second level spell, that would be rather redundant. Unless the alchemist also has the Extend Potion discovery.

He'd also need a CL of 12 while he can easily use a 12th level potion of bark skin at 4th level.

Shadow Lodge

@Glutton - I'll try and get a major revision in after Ultimate Magic is released. I suspect there will be a good number of new extracts and discoveries to explore.

@Stuart - Yeah lots of nice options for upgraded potions; elixirs are quite nice as well. I prefer potions which aren't available to alchemists for this use though.


0gre,
On your poisoner build you mention taking Master Alchemist @ lvl 1 but it's not avail until level 5. Finally getting my chance to play an Alchemist now, very happy with your guide.
Thanks

Shadow Lodge

Darkthorne68 wrote:

0gre,

On your poisoner build you mention taking Master Alchemist @ lvl 1 but it's not avail until level 5. Finally getting my chance to play an Alchemist now, very happy with your guide.
Thanks

I'll revise it, thanks.

Glad it's useful to you :D


0gre wrote:

@Glutton - I'll try and get a major revision in after Ultimate Magic is released. I suspect there will be a good number of new extracts and discoveries to explore.

@Stuart - Yeah lots of nice options for upgraded potions; elixirs are quite nice as well. I prefer potions which aren't available to alchemists for this use though.

mage armor springs to mind

also any potion of a level 3 spell can be had using a level 2 extract slot which is just good economy of slots

Shadow Lodge

Phasics wrote:
0gre wrote:

@Glutton - I'll try and get a major revision in after Ultimate Magic is released. I suspect there will be a good number of new extracts and discoveries to explore.

@Stuart - Yeah lots of nice options for upgraded potions; elixirs are quite nice as well. I prefer potions which aren't available to alchemists for this use though.

mage armor springs to mind

Mage armor is pretty situational for Alchemists since they get armor. Magic Circle against evil, and Nap Stack are a couple I like :)

One other oddity is potions aren't consumed so potions which have expensive material components are essentially free. I forget off the top of my head but a stoneskin potion is possible via early entry spells.


0gre wrote:
Phasics wrote:
0gre wrote:

@Glutton - I'll try and get a major revision in after Ultimate Magic is released. I suspect there will be a good number of new extracts and discoveries to explore.

@Stuart - Yeah lots of nice options for upgraded potions; elixirs are quite nice as well. I prefer potions which aren't available to alchemists for this use though.

mage armor springs to mind

Mage armor is pretty situational for Alchemists since they get armor. Magic Circle against evil, and Nap Stack are a couple I like :)

One other oddity is potions aren't consumed so potions which have expensive material components are essentially free. I forget off the top of my head but a stoneskin potion is possible via early entry spells.

I was more thinking, you camp for the night, wolfs attack,

GM: btw none of you are wearing your armor since you were sleeping
Alchemist: pops a mage armor for isntant armor

as for stoneskin, arn't potions limited to 3rd level or lower spells ?

the other thign is if you were able to get a CL20 potion from loot then you could use it with AA so it never an out

e.g. CL20 greater magic fang is a +5 at whatever level your currently at.

Shadow Lodge

Phasics wrote:

I was more thinking, you camp for the night, wolfs attack,

GM: btw none of you are wearing your armor since you were sleeping
Alchemist: pops a mage armor for isntant armor

Yes, like I said, situational.

Quote:
as for stoneskin, arn't potions limited to 3rd level or lower spells ?

Take a look at the summoner's third level spell list. Some GMs will say no but *shrug* worth a shot.

Quote:

the other thign is if you were able to get a CL20 potion from loot then you could use it with AA so it never an out

e.g. CL20 greater magic fang is a +5 at whatever level your currently at.

Yes.


Phasics wrote:


I was more thinking, you camp for the night, wolfs attack,
GM: btw none of you are wearing your armor since you were sleeping
Alchemist: pops a mage armor for instant armor

Light armors can be worn while sleeping, which is what an alchemist is usually limited to


The Discoveries marked with an * don't stack. Does this mean you can apply, say , Smoke to a Fire Bomb but not Smoke and Stink??

Shadow Lodge

Stone the Crows wrote:
The Discoveries marked with an * don't stack. Does this mean you can apply, say , Smoke to a Fire Bomb but not Smoke and Stink??

Not sure what a fire bomb is, you mean just a normal bomb? You can apply smoke to a normal bomb, do primary damage, splash damage, and smoke.

Smoke and Stink do not stack but stink bomb has it's own cloud effect. The duration is only one round though.

Shadow Lodge

Posted a few more updates to the guides, primarily a few changes to the build guides incorporating some low level feat recommendations.


0gre wrote:
Not sure what a fire bomb is, you mean just a normal bomb?

Yes

0gre wrote:

You can apply smoke to a normal bomb, do primary damage, splash damage, and smoke.

As Smoke bomb read "he can choose to have it create" does that mean that if you take Smoke as your first Discovery you may as well prepare all your bombs as Smoke because you could just turn off the smoke bit if it's going to be a problem?

Also, when using Precise Bomb with a Smoke Bomb would be better to select the enemies as "not in smoke" so the PC's [who are in Smoke] can freely hit them [assuming they are next to them]? Does that work, I mean, if you're in the edge of the smoke, do you suffer a penalty for attacking someone just out of the smoke?


Stone the Crows wrote:
As Smoke bomb read "he can choose to have it create" does that mean that if you take Smoke as your first Discovery you may as well prepare all your bombs as Smoke because you could just turn off the smoke bit if it's going to be a problem?

My understanding:

An alchemist's vials of catalyst are all identical. It's only once he spends an action turning it into a bomb that he actually chooses what type of bomb it will be.

I could be wrong, of course. But even if the vials of catalyst are different for different types of bombs, they're cheap and light and they last for years, so an alchemist could potentially have dozens and dozens of them available at any given moment.

Shadow Lodge

We just assume that bombs are prepared/ launched all in one step and you can choose which discovery to apply at the time you throw it.

My understanding is precise bomb only applies to the primary bomb effect and not to the smoke.


Excellent guide, Ogre, thanks for putting it up. Just one request, might you put up suggestions for a Mr. Hyde Grappler/Tripper? I suspect he could be very good at it, with Feral Mutagen, impressive reach (Fluid Form, Enlarge Person, Lunge, etc.), and impressive Strength for CMB. It would take a lot of feats, in all likelihood (Improved Unarmed Strike, Improved Grapple, Greater Grapple, Combat Reflexes, Combat Expertise, Improved Trip, Greater Trip (not necessary, but beneficial), and Lunge), but Mr. Hyde would be able to do quite a bit of damage and be quite capable of locking down opponents.


Can the Alchemist add any spell via a scroll to his Formulae book, regardless of Class?

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