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Hello! This is my first Pathfinder related post online.
I've been building a 1 Barbarian / 6 Alchemist for a new campaign, and I put a reference chart together for you all! After much sweat and tears, I combed through the magic disciplines, priced potions, etc.
https://rapidshare.com/files/3833660505/Potions_Made_Easy_.xlt
Obviously this is especially powerful with the Alchemist - for example, a potion of Greater Magical Fang +5 is 3000 gp. That's totally unreasonable for a short duration one use. BUT an alchemist with Alchemical Allocation and Extend Potion gets twice as much use out of it each time, and never expends the potion.
To me the only limiting factor was not knowing what was out there potionable spell wise. Now I know! Here are some highlights I haven't seen mentioned too much online:
Barkskin +5, 1800 gp: +5 to Natural Armor, stacks with Mutagen's Natural Armor Bonus. At lvl 7 with extend potion it lasts 140 minutes, expending 1 lvl 2 slot!
Strong Jaw, 1650 gp: Only useful for a Feral Mutagen Build, but oh boy is it useful! It adds 2 dice steps to ALL your natural attacks. Example:
1 gore attack (from lesser fiend totem): 1d8 standard, 2d6 after enlarge, 4d6 after Strong Jaw
2 claw attacks: 1d6 standard, 1d8 after enlarge, 2d6 each after Strong Jaw
1 Bite attack: 1d8 standard, 2d6 after enlarge, 4d6 after Strong Jaw
12d6! Not bad!
Stoneskin, 1050 gp: DR10/adamantine, lasts 140 minutes as well.

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Extended Enhanced Good Hope is a +2 bonus to pretty much everything for just 1050 gp.
Permanent Potion gives the option of such boons as a Permanent Haste for an always-on major combat buff or a Permanent Protection from Evil shoring up mental defenses by a bucketload.
Merely having a potion of PfE is a great buff, since by level 4 it means having very little to worry about mental attacks as long as you've picked the Enhance Potion discovery(to cast it with your caster level).

TarkXT |

You are right, alchemical allocation should be up for errata, that is overdone. Ofcourse as a GM I wouldn't wait for an errata.
Except he didn't mention alchemical allocation anywhere at all.
It is however a very god infusion for alchemists but does require investment. I look at it as a spell with a very expensive focus. It doesn't get super good until you start taking discoveries to enhance potions.

Remco Sommeling |

sieylianna wrote:How are you getting lesser fiend totem when you only have 1 level of barbarian and do not get rage powers until barbarian level 2?Oh, since I have one level in barbarian I used the bonus ragepower feat to get it.
You can not do that till you actually have the rage power class feature, which you get at level 2.

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I think there's been errata to the effect that a spellcaster (including an alchemist) can only create a potion version of a spell if they have the actual spell.
Since many of the spells mentioned above aren't on the alchemist spell list, the alchemist can't create potions as these effects.
Right - the potions are purchased from high level casters.
I didn't know that about the rage power thing - oops! Thanks for the tip

Ed-Zero |

Hello! This is my first Pathfinder related post online.
I've been building a 1 Barbarian / 6 Alchemist for a new campaign, and I put a reference chart together for you all! After much sweat and tears, I combed through the magic disciplines, priced potions, etc.
https://rapidshare.com/files/3833660505/Potions_Made_Easy_.xlt
Obviously this is especially powerful with the Alchemist - for example, a potion of Greater Magical Fang +5 is 3000 gp. That's totally unreasonable for a short duration one use. BUT an alchemist with Alchemical Allocation and Extend Potion gets twice as much use out of it each time, and never expends the potion.
To me the only limiting factor was not knowing what was out there potionable spell wise. Now I know! Here are some highlights I haven't seen mentioned too much online:
Barkskin +5, 1800 gp: +5 to Natural Armor, stacks with Mutagen's Natural Armor Bonus. At lvl 7 with extend potion it lasts 140 minutes, expending 1 lvl 2 slot!
Strong Jaw, 1650 gp: Only useful for a Feral Mutagen Build, but oh boy is it useful! It adds 2 dice steps to ALL your natural attacks. Example:
1 gore attack (from lesser fiend totem): 1d8 standard, 2d6 after enlarge, 4d6 after Strong Jaw
2 claw attacks: 1d6 standard, 1d8 after enlarge, 2d6 each after Strong Jaw
1 Bite attack: 1d8 standard, 2d6 after enlarge, 4d6 after Strong Jaw
12d6! Not bad!
Stoneskin, 1050 gp: DR10/adamantine, lasts 140 minutes as well.
The list looks pretty good. The only thing that's missing from it is the modified duration for ease of use. (from feats/abiities that extend the duration of them)
Also, I'd like to point out that you don't have the complete text of certain potions (maybe all?). An example is Good Hope. The spell give's a +2 morale bonus to everything pretty much but your spreadsheet only shows a +2, which would stack if it was an un-named bonus, but it's not and doesn't stack with other morale bonuses, so it's things like these that are good to know.
Otherwise, well done.

Ed-Zero |

quacktar wrote:Hello! This is my first Pathfinder related post online.
I've been building a 1 Barbarian / 6 Alchemist for a new campaign, and I put a reference chart together for you all! After much sweat and tears, I combed through the magic disciplines, priced potions, etc.
https://rapidshare.com/files/3833660505/Potions_Made_Easy_.xlt
Obviously this is especially powerful with the Alchemist - for example, a potion of Greater Magical Fang +5 is 3000 gp. That's totally unreasonable for a short duration one use. BUT an alchemist with Alchemical Allocation and Extend Potion gets twice as much use out of it each time, and never expends the potion.
To me the only limiting factor was not knowing what was out there potionable spell wise. Now I know! Here are some highlights I haven't seen mentioned too much online:
Barkskin +5, 1800 gp: +5 to Natural Armor, stacks with Mutagen's Natural Armor Bonus. At lvl 7 with extend potion it lasts 140 minutes, expending 1 lvl 2 slot!
Strong Jaw, 1650 gp: Only useful for a Feral Mutagen Build, but oh boy is it useful! It adds 2 dice steps to ALL your natural attacks. Example:
1 gore attack (from lesser fiend totem): 1d8 standard, 2d6 after enlarge, 4d6 after Strong Jaw
2 claw attacks: 1d6 standard, 1d8 after enlarge, 2d6 each after Strong Jaw
1 Bite attack: 1d8 standard, 2d6 after enlarge, 4d6 after Strong Jaw
12d6! Not bad!
Stoneskin, 1050 gp: DR10/adamantine, lasts 140 minutes as well.
The list looks pretty good. The only thing that's missing from it is the modified duration for ease of use. (from feats/abiities that extend the duration of them)
Also, I'd like to point out that you don't have the complete text of certain potions (maybe all?). An example is Good Hope. The spell give's a +2 morale bonus to everything pretty much but your spreadsheet only shows a +2, which would stack if it was an un-named bonus, but it's not and doesn't stack with other morale bonuses, so it's things like these that are good to know.
Otherwise,...
Nevermind about the complete text. Apparently I didn't look one column over lol. Anyways, I still think it needs a modified duration column and that would be it.