Feral Mutagen, True Strike and Disarm?


Rules Questions


Hello all,

I have a player playing an alchemist.

Here’s the scenario. He wants to use Feral Mutagen in concert with a True Strike Potion to Disarm an attacker. So, if I am thinking about this right his CMB would be 20 + BAB + Str Mod + Size Modifer within 1 round.

Now, I am not sure he can do this because drinking a potion is a standard action and an attack is also a standard action. Would he have to wait until next the round after he drank the potion unless he dropped a hero point to gain another standard action?

Also, as an aside, I looked over but couldn’t find if monster attacks (bite + 2 claws) counts as being armed for the alchemist when attacking or does he suffer the -4 hit penalty for trying to disarm while unarmed?

Many thanks for any responses.

Shadow Lodge

Drinking an extract is a standard action so he would have to drink one round (possibly provoking an Attack of Opportunity) then disarm the next. Having natural weapons is considered being 'armed' so he doesn't not suffer the -4 penalty.

Just for clarity there are no "True Strike Potions", extracts are similar to potions but there are some important differences.


srd wrote:
[A potion] can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures.

True strike has a range of personal, so it cannot be made into a potion. OTOH, true strike is on his "spell" list, so he could also use a scroll (which would be cheaper) or just create an infusion.

All three actions are standard action, so his sequence would be:

Round 1 (or before combat): Use feral mutagen
Round 2: Use True Strike
Round 3: Disarm

At this point, he has spent 2-3 rounds and done nothing more than disarm one opponent. This will sometimes be very effective (e.g., against Bob The Fighter Who Does Not Have A Backup Weapon) but will sometimes fail impressively (e.g., spell casters, creatures with natural weapons) or be minimally effective (party is fighting a group of 6 with no single boss).

Also, he need to spend two feats or provoke an AoO for the disarm attempt.

Creatures with natural weapons are considered armed, so I would assume that he does not incur the unarmed penalty.

Shadow Lodge

Alchemists cannot cast spells from scrolls.

They can use wands or their own extracts.


I'd like to point out that the bonus for true strike is so high unless your playing high levels the whole armed or unarmed issue isn't much if one.

lvl 1 alchemist unarmed 14 str with true strike would be +18 so on a 10 is hitting cmd 28.

though the others have the length time issues correct firth whole plan.


There is a trait (i think its accelerated drinker) that lets you drink potions and the like faster, i think it was in the council of thieves AP, we had a dwarf bard that had it.

Why can't an alchemist read a scroll, all he needs is UMD, no?

I thought Pathfinder had stated that any spell could be a potion, I think that no personal range thing is a hold over from 3.5. I specifically remember reading about "monsters in a bottle" by making potions of monster summoning in the thread.

Thats specifically why there is no "potions" list in the magic section of the core rules, because ANY spell could be a potion and the dev's decided it would be a redundant print.

If he was already mutated, had an infused extract to drink, and had the accelerated drinker trait, he could theoretically pull it off.

Is there a feat that lets you mutate faster?? like a move action? if not there should be.

Shadow Lodge

Mojorat wrote:

I'd like to point out that the bonus for true strike is so high unless your playing high levels the whole armed or unarmed issue isn't much if one.

lvl 1 alchemist unarmed 14 str with true strike would be +18 so on a 10 is hitting cmd 28.

though the others have the length time issues correct firth whole plan.

Yeah, I was thinking about having a sorcerer with a whip and just eating the non-proficiency penalty. It's a bit iffier when you are at 10th level with a CMB of +5 and are attacking creatures with CMDs in the low to mid 30s. Hopefully by then she'll have some better alternatives :D

Shadow Lodge

Pendagast wrote:
There is a trait (i think its accelerated drinker) that lets you drink potions and the like faster, i think it was in the council of thieves AP, we had a dwarf bard that had it.

Does not work with extracts (it's in the FAQ specifically).

Quote:
Why can't an alchemist read a scroll, all he needs is UMD, no?

Fine, if you want to be pedantic "And alchemist can't use a scroll as a class ability and must use UMD like anyone else"

Quote:
I thought Pathfinder had stated that any spell could be a potion, I think that no personal range thing is a hold over from 3.5. I specifically remember reading about "monsters in a bottle" by making potions of monster summoning in the thread.

That clause is still in there, potions are for creature or creatures touched.

Quote:
If he was already mutated, had an infused extract to drink, and had the accelerated drinker trait, he could theoretically pull it off.

I don't think Accellerated Drinker works with mutagens (since they are ever further away from being an actual potion than extracts and Sean said extracts won't work I find it unlikely mutagens will). Regardless, with a duration of 10 minutes per level you rarely need to use mutagens in combat.

Quote:
Is there a feat that lets you mutate faster?? like a move action? if not there should be.

No, and with the long duration it's not really needed.

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