Mutagen godliness


Pathfinder First Edition General Discussion

The Exchange

Pathfinder Rulebook Subscriber

mutagens rock! i love them now.
i'm going to make some ragechemists next.

i thought they were 1/day, but i see now that they just take an hour to brew. Portable alchemy lab? who cares when you've got a phenomenal strength. I'll carry my pcp-lab around with me.

I just love how Alchemy modifiers to ability scores aren't considered Enhancement bonuses, even though its the same as casting bull's strength or donning a belt of giant strength. Its so logical to me.


you don't even need the lab


The best part about alchemists is that what they're doing isn't even Golarian alchemy. Alchemy items like... well alchemist's fire are mundane ... but everything an alchemist does is magical.


Phasics wrote:
you don't even need the lab

Correct, you do however need an Alchemists Kit.


A Ninja wrote:
Phasics wrote:
you don't even need the lab
Correct, you do however need an Alchemists Kit.

which is only 25gp and 5lb hardly a burden get it with your initial buy money, many people just hand waive it

only time it matters if your captured and lose all your gear, but then again the wizard is in the same boat


The one hour brew time compared to 10 mins/lvl duration is either negligible or a huge drawback, depending almost entirely on your GM's play style.

It can easily vary from having your mutagen nearly always up to having it only sometimes. Depending.
Then again, with a powerhouse group, storming through somewhere in less than the duration of a single mutagen is entirely possible.
But yes, Mutagens freaking rock. <3 Alchemists.


The nicest thing about mutagens, alchemists don't suck when they're not up meaning if you get caught without it preped, you can manage the situation with other options

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