| Sparx |
Hello all. I'm new to the message board, and somewhat new to PF, been playing it about 4 months now. So, right now I'm playing my two characters, one being an oracle, the other being a scout assassin (cohort). Part of what I like to do is build characters, to see how the other classes would look if I built them. So far I'm doing good, until I decided to attempt an alchemist. Now, I've seen a few times where people have stated that they are subpar and what not, but I don't mind that. I didn't think he would be the type right there in the enemies face, anyway. Alchemist seems more of a support role, with being able to mildly help it's self in melee, and bombard the crap out of anybody who is there.
So here's what I'm having trouble understanding. Everything else I get, until it comes to the extract/potion section. That is where I get lost. Am I supposed to just decide what "potion" I want by viewing the spell list?
I mean, I've built the alchemist fairly well, I think. It's just a matter of getting this extract/potion/formula stuff figured out. Sorry, I didn't find the books helpful in answering this, but I may have misunderstood by the wording.
I'll be happy to post the character if you would like to give pointers. I'm always open for constructive criticism.
| Sparx |
Extracts are "spells in potion form" you "prepare" your extracts, all at once or a few at a time, and "cast" them when you drink them. They are very much like a wizard's spell, including how you learn them. Does that answer your question?
So, just to make sure I understand what your saying. The formulae are the spells, what I need to make said extracts, which are in turn, the same as the spell on the list?
Name Violation
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an extract is similar to a potion,and a spell, but its its own thing...
extracts per day are effectively free potions per day, that only take a standard action to draw and use. Only the alchemist can use them (unless they take the share extracts ability), and they take 1 minute to prep. you can prep them ahead of time, or leave some spots open and prepare things later on when the need arises.
you can also brew an actual potion of an extract, which would then follow the normal potion rules.
think of extracts as self only spells (unless you get share extracts).
Mutagens are similar, but you can only have 1 prepped at a time. however there is no limit to the times of day you can use a mutagen, and then craft another (it only takes an hour to make)
| Kierato |
Kierato wrote:Extracts are "spells in potion form" you "prepare" your extracts, all at once or a few at a time, and "cast" them when you drink them. They are very much like a wizard's spell, including how you learn them. Does that answer your question?So, just to make sure I understand what your saying. The formulae are the spells, what I need to make said extracts, which are in turn, the same as the spell on the list?
Correct, and as name violation said, without the infusion discovery, only you can use them.
| Kierato |
The alchemist can be a very strong and flexible class. Mutagens (and advanced versions thereof) can make you a more capable combatant, especially if you buff with extracts. Bombs are an excellent source of boom casting, and can also debuff. Extracts have buffing, utility and healing capability. And you get several skill points and a flexible list of class skills.
I've never heard the alchemist called subpar.
| BigNorseWolf |
The alchemist is a wizard. He studies a spellbook and every morning he "memorizes" spells. Instead of storing them in his head, he stores them in a little bottle. He "casts" them by drinking what's in the bottle. Without the infusion discovery, he can only cast these spells on himself.
The alchemists main feature is the bombs, which make him a damage dealer and debuffer. They deal damage and depending on what discoveries you take, can set your foes on fire, stagger them, knock them prone, deafen them, and take off their magic protections. Once the alchemist hits 8th level and takes fast bomb (the natural spell of the alchemist world) his ability to nuke goes through the roof, especially with either rapid shot and/or two weapon fighting.
If the alchemist takes the infusion discovery he can be pretty good support. He can hand out infusions to party members, essentially giving imbue with spell ability and enabling party members to cast the alchemists spells on themselves. This gives the alchemist some unique options, such as handing a warrior the ability to cast true strike or expeditious retreat. It burns the party members action instead of the alchemists (which has some good and bad points). The only definitive downside is spells like haste, which will only affect one person instead of the whole group.
| Bascaria |
A main feature of the alchemist is the bombs, but this by no means THE main feature. Can you build a great character around chucking out debuffing bombs and wreaking havoc with the enemy? Certainly. But that isn't the only way to go with alch.
You can also focus on your mutagen and poison use, turning yourself into feral beast covered in pointy poisonous things. Feral mutagen+sticky poison+alchemical allocation+CL20 potion of greater magic fang can turn you into quite a nasty melee debuffer, stacking multiple doses of your poisons on people. This is especially true if you have a few rounds to really prep yourself with your extracts. To this alchemists, bombs are far from his focus. They are a nice little extra which he can pull out when he needs it, but they aren't his go-to-feature.