| True Strike |
Heya all..
The Advanced Player's Guide page states on page 27 that the Alchemist Mutagen is a transformative elixir.
So my question is.. is it possible to use "Amplify Elixer" to enhance the duration of the Mutagen by 50%
And/or
Use "Alchemical allocation" to "drink" the Mutagen without drinking it.. thereby making it possible to keep the Mutagen for as long as one has a Alchemical allocation to use instead.
Both spell states that they effect potion and elixirs.
Muser
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I have a rogue/alchemist/chymist coming in a soonish Serpent Skull campaign.
I'd be interested to know this as well. As it stands, if there's any significant traveling during an adventuring day(more than an hour), a mutagen alchemist is quickly hosed since mutagens are 10 min/lvl. Of course, during our Rise of the Runelords campaign, we had several 10 minute adventuring days, but that was basically an exception since those instances were, without exception, located inside comfy dungeons with separating features(like a nasty trap) that allowed one to take a dirty nap after a few close call combats(I'm looking at you, Runeforge).
Anyhow, there is the option of paying 1000 gp and two points of intelligence(basically a lesser restoration's worth) per unit to have several mutagens prepared at once, but the invention only mentions having "different types" of mutagens prepared, not loading up for a long adventure. What I'd like to know is if Alchemical Allocation is supposed to work for mutagens as well, whether it is written with the class feature in mind from the start.
Otherwise, I hope our adventuring party has some spare muscle, since with adventures named "Racing to Ruin" I think there won't be much time to sit and brew extra concoctions just to ensure that my character stays viable, heh. Not to mention setting up a lab in the jungle!