Grenadier? So how does that work exactly?


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Liberty's Edge 2/5

so i am taking my first character to 2nd level today...well working on the upgrade and i was looking trough the campaign setting guide and spotted Grenadier. Playing an Alchemist, and not wanting to get into poisons really, this looks perfect. But i am stuck. In pathfinders society Brew potion is innately replace with many bombs feat at first level. So how would one do a Grenadier, where you replace Brew Potion with a weapon proficiency.

Also under Alchemical Weapon, it says coat 1 weapon or piece of ammo. That is a bit inconsistant other such abilities which affect a quiver (12 bolts, 3 bullets) of a given ammo or a weapon. So was that an error

Grand Lodge 4/5 5/5 *

As far I've played it (I'm a Musket Master 5/Grenadier 2), it's a one hit deal. You 'infuse' the alchemical weapon into the weapon for one hit.

Trust me, it pays off if you pick the right item.

Lots of good fun if you pick them right.

Liberty's Edge 2/5

Ok give me some examples of that. Trying to find an alchemy item that it would be worth it for for the cost. Those things are expensive.

Liberty's Edge 2/5

also Thomas how did the weapon thing work for you, did you keep the extra bomb, was that an option Sorta building mine as an archer, already have bow. Would rather keep the extra bomb if that allowed.

Also, side note, why would a Grenadier not have extra bomb??? that kind of a duh in my book, where is this weapon thing coming from.

Shadow Lodge

neferphras wrote:
Ok give me some examples of that. Trying to find an alchemy item that it would be worth it for for the cost. Those things are expensive.

Less so, considering the Alchemist can craft them for a third of the price, even in PFS.

Grand Lodge 4/5 5/5 *

neferphras wrote:
Ok give me some examples of that. Trying to find an alchemy item that it would be worth it for for the cost. Those things are expensive.

You got alchemist fire (can last two rounds), takes a full round to put out.

-Thunderstones can deafen a caster.
-Tanglefoot bags entangle, and if the target fails his save glues them in place
-Tangleburn does that AND burns..and if you use water.. it flares up.
-Alkali does extra damage to oozes.

A full on Alchemist can get a craft roll in to make them (1/2 cost) and anyone with a day job Alchemcy skill can get a Artisan Vanity which gives a 5% discount. (Not a lot granted.. my GS/Alch has a gun shop instead)

Grenadier works as well as a multiclass really well.

If you get Explosive Missile @ 4th (and you're not 2h fire arms focused like me), and twist in a lot of Alchemical discoveries for bombs it can be ignored/skipped for a vanilla mad bomber/sniper build

Dark Archive 4/5

The hybridization funnel (200 gp) Ultimate Equipment allows you to combine two alchemical items into one vial with a DC 25 Craft (alchemy) check; half-elves get a +5 bonus on this check.

With Skill Focus: Craft (alchemy) and a 14 intellect, you can get up to a +10 by level 2 easily. I would recommend combining alchemist's fire and acid for an easy 3d6 damage (2d6 first round and 1d6 after, and of course add your intelligence to the damage) for the cost of 30 gp. Remember though that anything you don't use becomes inert after 24 hours, so you can't mix your entire stock. The mixing also takes 10 minutes each, so have some set aside for a tough fight.

Don't forget that alchemists are allowed to craft alchemical items in PFS; in fact, they are the only class allowed to do so. Since you can craft for a third of the cost, you could use your day job of +10 (so 20 gp for taking 10) to give yourself two of these to throw every fight.

Now I don't know if you are a half-elf, but a human will be able to do the same only a few levels later, and it will allow you to conserve your bombs at low levels, as well as make for a very deadly arrow.

Liberty's Edge 2/5

Adam, ok so maybe i missed an aspect here.
are you saying that you can use your bomb damage on a weapon?
If so this starts to make some sense. Also does it last the full round or just one shot. I got the impression it was just one shot. So if you were 6/1 it would only count on the first hit.

Grand Lodge 4/5 5/5 *

@Adam: Hadn't considered the hybridization funnel. That makes it even nastier.. (I like it)

@neferphras: Adam is right.. one of the class perks of an alchemist is you add your Int bonus to alchemical weapons..not just your bombs. I typically forget to add it to the damage.

Dark Archive 4/5

The hybridization funnel is fantastic. :D

Unfortunately, my alchemist was too high level when UE came out to make very much use out of it; however, being able to create what is essentially a 3d6+int bomb at level 1-2 for the low price of 10 gp is amazing.

Actually, I'm starting to want to make a half-elf alchemist at this point. They are amazing blasters.

Liberty's Edge 2/5

ok someone break down the math on that 3d6 for me, how did you get there

Grand Lodge 5/5

I think it is 1d6 for acid and 1d6 for alchemist fire, first round and 1d6 for alchemist for second round plus Int. bonus. So 3d6+Int.

Dark Archive 4/5

Sorry, I could have been more specific in the breakdown.

Throwing together a rough build, a half-elf could have his or her funnel by the end of level 1 (requires 4 fame to purchase). Directly after your first game you could have a day job check of 25 (+2 alchemy lab +2 intellect +3 Skill Focus +3 skill +1 rank +5 crafter's fortune), which comes to 50 gp for every day job after the first.

This money can funnel directly into crafting acid and alchemist's fire for 1/3 cost: for 30 gp you could have three of each. Mixing those at the start of each mission would mean you have three mixtures that are way stronger than your bombs at that level, although very dangerous if you miss. :)

Of course, at high levels your bombs will be doing way more than this. You can still make use of the tactic, however, by passing out the mixtures like candy to your party members. If your other five party members throw these, you have stacked up to 11d6 damage (10d6 initial, and 1d6 for being on fire) on some poor baddie. Touch AC is pretty easy to hit if no one is threatening or in the way.

EDIT: Actually, does the secondary damage stack? I assumed not because it's the same as being on fire, right?

Liberty's Edge 2/5

ok where does it say they get to use their Int bonus on any alchemic weapon. I have been looking and cant find it at all.

Also do alchemist get to apply discoveries, like precise bomb, to acid and alch fire they throw. I also could find nothing saying that is allowed.


its part of their 'throw anything' ability. and to acid / fire, i dont think so. just int to splash weapons

Dark Archive 4/5

They add intelligence to damage from splash weapons from the alchemist ability 'Throw Anything', which is different from the feat (although it includes the bonus feat).

Alchemists do not apply discoveries to non-bomb splash weapons they throw.

Liberty's Edge 2/5

ok yeah wow totally missed that because i just read the feat. Makes the 30 gold totally worth it.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

Thomas Graham wrote:
neferphras wrote:
Ok give me some examples of that. Trying to find an alchemy item that it would be worth it for for the cost. Those things are expensive.

You got alchemist fire (can last two rounds), takes a full round to put out.

-Thunderstones can deafen a caster.
-Tanglefoot bags entangle, and if the target fails his save glues them in place
-Tangleburn does that AND burns..and if you use water.. it flares up.
-Alkali does extra damage to oozes.

A full on Alchemist can get a craft roll in to make them (1/2 cost) and anyone with a day job Alchemcy skill can get a Artisan Vanity which gives a 5% discount. (Not a lot granted.. my GS/Alch has a gun shop instead)

Grenadier works as well as a multiclass really well.

If you get Explosive Missile @ 4th (and you're not 2h fire arms focused like me), and twist in a lot of Alchemical discoveries for bombs it can be ignored/skipped for a vanilla mad bomber/sniper build

Sorry Thomas, but I need to point this out.

PFS Field Guide wrote:

Alchemical Weapon (Su): At 2nd

level, a grenadier can infuse a weapon
or piece of ammunition with a single
harmful alchemical liquid or powder,
such as alchemist’s fire or sneezing
powder, as a move action.

Thunderstones and tangle bags aren't a liquid or powder, so they wouldn't be able to be applied with this ability.

Grand Lodge 4/5 5/5 *

Ah well..

Still can use the powder in a ghast stench flask. :D

That is always a fun one.

Dark Archive 4/5

Thomas, magic item creation rules are half cost. Craft item creation rules are one third cost.

Grand Lodge 4/5

@Eric: Aren't Tanglefoot Bags a goo (liquid-like) material, just contained in the bag during transport?

Quote:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances.

I don't think a tanglefoot bag would work if the contents weren't, essentially, a liquid...

Quote:
the bag comes apart and goo bursts out
Quote:
A tanglefoot bag does not function underwater.

=========================

I presume, though, an Alchemist can infuse Holy Water, to make a potentially devastating attack against an undead opponent...

Lantern Lodge 3/5

So if I funnel an Acid Flask and an Alchemical Fire into 1 flask, I can then later (within 24hrs) infuse it using Grenadier's Alchemical Weapon (Su) into my bomb, for a total of 3d6(Bomb+Acid+Fire) + 1d6(Fire) at lower levels? (At the cost of 200gp for the funnel and 40gp to make a batch of 3 Alchemical fire and Acid Flasks.)

Shadow Lodge

Secane wrote:
So if I funnel an Acid Flask and an Alchemical Fire into 1 flask, I can then later (within 24hrs) infuse it using Grenadier's Alchemical Weapon (Su) into my bomb, for a total of 3d6(Bomb+Acid+Fire) + 1d6(Fire) at lower levels? (At the cost of 200gp for the funnel and 40gp to make a batch of 3 Alchemical fire and Acid Flasks.)

You know, I didn't actually think that you use Alchemical Weapon to infuse an alchemical item into a bomb, but...

Bomb (Su) wrote:
Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus.

Based on that sentence, bombs ARE considered weapons, which I knew, but does NOT qualify WHEN they count as weapons, so they would count as weapons for all purposes, including Alchemical Weapon, which I hadn't realized.

Anyways, to get to your question, the bomb you listed would do 1d6 fire damage from the bomb, 1d6 acid damage from the Acid flask, and 1d6 fire damage from the alchemist's fire, plus another 1d6 damage a round later, if they don't put themselves out. Also, don't forget that Throw Anything allows you to add your Int bonus to damage with splash weapons, which includes your bomb.

In fact, based on the wording of Alchemical Weapon:

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets.

And Hybridization Funnel:

...when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both.

There's a strong case of getting to add your Int bonus to damage THREE TIMES.

Here's the reasoning:
If you threw both an alchemical fire and an acid flask at the same creature individually, you'd add your Int bonus to damage on each; since getting hit by the hybridization funnel's mixture is treated "as if hit by both", then the damage would be the same (1d6+Int fire, and 1d6+Int acid, plus being set on fire).

Infusing the mixture into your bomb would cause the target directly hit to take the standard bomb damage (1d6+Int, in this example), plus the "full effect" of the mixture, which would be that 1d6+Int fire + 1d6+Int acid + set on fire we figured above, for a total of 3d6+Triple Int bonus, plus 1d6 of potentially avoided fire damage. On a miss, the bomb would do it's normal splash damage, but the mixture would be completely wasted.

Assuming an Int of 16 (to be conservative; bomb-focused Alchemist's want to save some points for a decent Dex) and Point Blank Shot (which bomb-focused Alchemists will need, as Precise Shot is practically REQUIRED for any kind of ranged character), you're looking at 3d6+13 damage, not including the "set on fire" bit. That's an average of 23.5 damage.

Of course, you'll need at least 5 fame to purchase the Hybridization Funnel, so you'll have to be at least level two, and even with crafting factored in, that's still 10gp a shot. Not to mention you have to prep them ahead of time (funnel takes 10 minutes to use), and mixtures go inert after 24 hours, adding some level of risk to making them.

Still, VERY low barrier to entry, relatively cheap to use as an Alchemist, and relatively low risk to prep.

Lantern Lodge 3/5

Arh.... I really don't think you get to add your int mod 3 times...

Since Alchemical Weapon did state that "Any extra damage added is treated like bonus dice of damage".

Alchemical Weapon seems to make your weapon deal more damage/effects via infusing a weapon and not have that 1 weapon hit 3 times.

Dark Archive 4/5

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You most definitely do not get your intelligence mod three times. You get it once, as is precedent with any other time you add a stat multiple times.

If you want double your intellect to bomb damage, use targeted bomb admixture.

1/5

IMO, the Mindchemist from UM is a better bomber than the Grenadier, which is kind of sad really.

Can someone point me to where it says the Alchemist can craft in PFS. I did not know that or I would have done so already. I assume a GM needs to initial it, right?

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

It's in the PFS FAQ. Took me a while to find it the second time too.

Lantern Lodge 3/5

ThorGN wrote:
I assume a GM needs to initial it, right?

For anything that requires you to roll more then a 10, yes you need a GM to sign off on it.

However, if you take 10 and the number is high enough for the DC of crafting an alchemical item, then you can make such an item easily.

The need for a GM to look on is due to rolling low in a craft check can cos you.

3/5

ThorGN wrote:

IMO, the Mindchemist from UM is a better bomber than the Grenadier, which is kind of sad really.

Can someone point me to where it says the Alchemist can craft in PFS. I did not know that or I would have done so already. I assume a GM needs to initial it, right?

mindchemist is great. ability damage for every time you use your cognatogen, that sucks. not sure why they would make better bombers other than that, but that's a big price to pay for a temporary boost to int.

The Exchange 2/5 RPG Superstar 2010 Top 16, Contributor

asthyril wrote:
ThorGN wrote:

IMO, the Mindchemist from UM is a better bomber than the Grenadier, which is kind of sad really.

Can someone point me to where it says the Alchemist can craft in PFS. I did not know that or I would have done so already. I assume a GM needs to initial it, right?

mindchemist is great. ability damage for every time you use your cognatogen, that sucks. not sure why they would make better bombers other than that, but that's a big price to pay for a temporary boost to int.

While using the cognatogen, a mindchemist's damage per bomb (including splash damage) is a touch higher and they can select out a couple more people. If you are going to totally specialize in bombing, that can be nice.

On the other hand, grenadiers get a lot of other bomb related abilities and martial weapon proficiency. Precise bombs for free at 2nd level is particularly nice and gets you ahead in the game early on.

I like grenadier better, particularly since it encourages versatility rather than hyper specialization.

Grand Lodge 4/5 5/55/5 **

kinevon wrote:

@Eric: Aren't Tanglefoot Bags a goo (liquid-like) material, just contained in the bag during transport?

Quote:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances.

I don't think a tanglefoot bag would work if the contents weren't, essentially, a liquid...

Quote:
the bag comes apart and goo bursts out
Quote:
A tanglefoot bag does not function underwater.

Look up the scientific definition of liquid. Tar is a liquid. The fact it has a high viscosity is irrelavent to the fact that it is a liquid. Ergo, a Tanglefoot Bag should work with Alchemical Weapon.

Lantern Lodge 3/5

trollbill wrote:
kinevon wrote:

@Eric: Aren't Tanglefoot Bags a goo (liquid-like) material, just contained in the bag during transport?

Quote:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances.

I don't think a tanglefoot bag would work if the contents weren't, essentially, a liquid...

Quote:
the bag comes apart and goo bursts out
Quote:
A tanglefoot bag does not function underwater.
Look up the scientific definition of liquid. Tar is a liquid. The fact it has a high viscosity is irrelavent to the fact that it is a liquid. Ergo, a Tanglefoot Bag should work with Alchemical Weapon.

James Jacobs has spoken on this. Tanglefoot bag cannot be infused via Alchemical Weapon (Su).

Read all about it HERE.

Grand Lodge 4/5 5/55/5 **

On a seperate note, nothing about Alchemical Weapons says you have to use it on YOUR weapon. My Alchemist has used this to good effect, especially at low levels, to buff fighters, archers and even monks.

Grand Lodge 4/5 5/55/5 **

Secane wrote:
trollbill wrote:
kinevon wrote:

@Eric: Aren't Tanglefoot Bags a goo (liquid-like) material, just contained in the bag during transport?

Quote:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances.

I don't think a tanglefoot bag would work if the contents weren't, essentially, a liquid...

Quote:
the bag comes apart and goo bursts out
Quote:
A tanglefoot bag does not function underwater.
Look up the scientific definition of liquid. Tar is a liquid. The fact it has a high viscosity is irrelavent to the fact that it is a liquid. Ergo, a Tanglefoot Bag should work with Alchemical Weapon.

James Jacobs has spoken on this. Tanglefoot bag cannot be infused via Alchemical Weapon (Su).

Read all about it HERE.

Yes, and I have called him out on that too. His reasons for making this descision are flawed as they are based on someone else's claim that Tanglefoot Bags are not a liquid.

The Exchange 2/5 RPG Superstar 2010 Top 16, Contributor

trollbill wrote:
Look up the scientific definition of liquid. Tar is a liquid. The fact it has a high viscosity is irrelavent to the fact that it is a liquid. Ergo, a Tanglefoot Bag should work with Alchemical Weapon.

Glass is a technically a liquid also. I suspect the intent is more in line with the common use of the word which generally points to things that slosh out of a mug and 'pour' like a liquid.


trollbill wrote:
kinevon wrote:

@Eric: Aren't Tanglefoot Bags a goo (liquid-like) material, just contained in the bag during transport?

Quote:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances.

I don't think a tanglefoot bag would work if the contents weren't, essentially, a liquid...

Quote:
the bag comes apart and goo bursts out
Quote:
A tanglefoot bag does not function underwater.
Look up the scientific definition of liquid. Tar is a liquid. The fact it has a high viscosity is irrelavent to the fact that it is a liquid. Ergo, a Tanglefoot Bag should work with Alchemical Weapon.

Some scientists consider tar to be, like glass, an amorphous solid.

In general, though, it's usually a bad idea to try and apply real world science to magic.

-j

Grand Lodge 4/5 5/55/5 **

Jason Wu wrote:
trollbill wrote:
kinevon wrote:

@Eric: Aren't Tanglefoot Bags a goo (liquid-like) material, just contained in the bag during transport?

Quote:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances.

I don't think a tanglefoot bag would work if the contents weren't, essentially, a liquid...

Quote:
the bag comes apart and goo bursts out
Quote:
A tanglefoot bag does not function underwater.
Look up the scientific definition of liquid. Tar is a liquid. The fact it has a high viscosity is irrelavent to the fact that it is a liquid. Ergo, a Tanglefoot Bag should work with Alchemical Weapon.

Some scientists consider tar to be, like glass, an amorphous solid.

In general, though, it's usually a bad idea to try and apply real world science to magic.

-j

While I understand your point, if we aren't using a scientific definition of liquid what definition of liquid are we using? Without a definition than any decision on the matter is completely arbitrary.

1/5

is that funnel legal for PFS play?

Seems like something that might not be.

If so I just bought one!


Best common sense definition for determining what is intended by liquid is probably what most laymen would use, not what a scientist would use.

More or less, if it splashes and flows like water, it's liquid.

Something you can throw at a wall and have it stick there as a blob, probably not. It's goo. Which isn't scientific, but it's reasonable to call that "not liquid", from a layman point of view.

If you have to start out a description of something with, "well, it's technically this", you're probably describing something that is commonly thought of as one thing when it's really another. Most rules authors aren't scientists. They are more likely to use the commonly thought of thing than the technically correct but not obvious thing.

-j

The Exchange 2/5 RPG Superstar 2010 Top 16, Contributor

Third graders understand what liquid is. You can put it in a super soaker or a water balloon.

@MiniGM Keep in mind the concoction the funnel makes only lasts a limited time then the whole mix turns to worthless goop.

3/5

Dennis Baker wrote:
asthyril wrote:
ThorGN wrote:

IMO, the Mindchemist from UM is a better bomber than the Grenadier, which is kind of sad really.

Can someone point me to where it says the Alchemist can craft in PFS. I did not know that or I would have done so already. I assume a GM needs to initial it, right?

mindchemist is great. ability damage for every time you use your cognatogen, that sucks. not sure why they would make better bombers other than that, but that's a big price to pay for a temporary boost to int.

While using the cognatogen, a mindchemist's damage per bomb (including splash damage) is a touch higher and they can select out a couple more people. If you are going to totally specialize in bombing, that can be nice.

On the other hand, grenadiers get a lot of other bomb related abilities and martial weapon proficiency. Precise bombs for free at 2nd level is particularly nice and gets you ahead in the game early on.

I like grenadier better, particularly since it encourages versatility rather than hyper specialization.

i realize all that, but it does ability damage to you, which will take 2 days to heal naturally. mutagens do not have that drawback.

PRD wrote:
cognatogen(Su): The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist's possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

that's pretty harsh penalty for a temporary +2 damage, imo. especially at low levels when a lesser restoration may not be readily available.

Grand Lodge 4/5

Dennis Baker wrote:

Third graders understand what liquid is. You can put it in a super soaker or a water balloon.

@MiniGM Keep in mind the concoction the funnel makes only lasts a limited time then the whole mix turns to worthless goop.

Of course, by that definition, a tanglefoot bag is a water balloon.

Also, by common sense, since there is a very large amount of overlap between teh ingredients of a tanglefoot bag and alchemist's fire, wouldn't that make them similar in other ways?

Flask keeps the alchemist's fire from reacting to air and bursting into flame, alchemist's fire gives that second round of fire damage because the naphtha, which is a petroleum distillate, sicks to the target.

Bag keeps the tanglefoot bag from reacting to air, where the tar, which is also a petroleum distillate, solidifies on the target where it has poured over their body.

So, overall, because of similarity in source of ingredients, and how they react in some ways, shouldn't either both or neither work with the ability?

Also note that JJ's thread is how he would rule for his own home game, not official interpretation of the rules, unless the response also winds up in the FAQs.

Grand Lodge 4/5 5/55/5 **

Dennis Baker wrote:

Third graders understand what liquid is. You can put it in a super soaker or a water balloon.

@MiniGM Keep in mind the concoction the funnel makes only lasts a limited time then the whole mix turns to worthless goop.

And by middle school I knew that both tar and glass were liquids. So to me, that IS the laymen definition. This Is why 'technical' is usually a better option for definitions as it far more consistent.

5/5

asthyril wrote:
Dennis Baker wrote:
asthyril wrote:
ThorGN wrote:

IMO, the Mindchemist from UM is a better bomber than the Grenadier, which is kind of sad really.

Can someone point me to where it says the Alchemist can craft in PFS. I did not know that or I would have done so already. I assume a GM needs to initial it, right?

mindchemist is great. ability damage for every time you use your cognatogen, that sucks. not sure why they would make better bombers other than that, but that's a big price to pay for a temporary boost to int.

While using the cognatogen, a mindchemist's damage per bomb (including splash damage) is a touch higher and they can select out a couple more people. If you are going to totally specialize in bombing, that can be nice.

On the other hand, grenadiers get a lot of other bomb related abilities and martial weapon proficiency. Precise bombs for free at 2nd level is particularly nice and gets you ahead in the game early on.

I like grenadier better, particularly since it encourages versatility rather than hyper specialization.

i realize all that, but it does ability damage to you, which will take 2 days to heal naturally. mutagens do not have that drawback.

that's pretty harsh penalty for a temporary +2 damage, imo. especially at low levels when a lesser restoration may not be readily available.

This isn't really all that bad. Just try to use the cognatogen when you think it'll last for the rest of the scenario. Then the scenario is over and the ability damage heals without impacting you. I have a level 7 mindchemist and the ability damage has never been an issue.

Dark Archive 4/5

Not to mention that an alchemist can prepare lesser restoration twice per day at level 4. If you want you can also just purchase a potion of lesser restoration and prepare the much more versatile alchemical allocation.

5/5

trollbill wrote:
Dennis Baker wrote:

Third graders understand what liquid is. You can put it in a super soaker or a water balloon.

@MiniGM Keep in mind the concoction the funnel makes only lasts a limited time then the whole mix turns to worthless goop.

And by middle school I knew that both tar and glass were liquids. So to me, that IS the laymen definition. This Is why 'technical' is usually a better option for definitions as it far more consistent.

Glass is not a liquid.

5/5 *

Science!

Grand Lodge 4/5 5/55/5 **

Mike Lindner wrote:
trollbill wrote:
Dennis Baker wrote:

Third graders understand what liquid is. You can put it in a super soaker or a water balloon.

@MiniGM Keep in mind the concoction the funnel makes only lasts a limited time then the whole mix turns to worthless goop.

And by middle school I knew that both tar and glass were liquids. So to me, that IS the laymen definition. This Is why 'technical' is usually a better option for definitions as it far more consistent.
Glass is not a liquid.

So what you are saying is that my Jr. High text book from 1976 is out of date? Phshaaw!

Ironically the commonality of the urban legend actually makes "glass is a liquid" the "layman" definition.

The Exchange 2/5 RPG Superstar 2010 Top 16, Contributor

asthyril wrote:
i realize all that, but it does ability damage to you, which will take 2 days to heal naturally. mutagens do not have that drawback.

Just pointing out some of the reasons folks would like it. For some folks, it's the never ending quest for moar damage per round.

5/5

A mindchemist can also pick up a Ring of Inner Fortitude to ignore the ability damage.

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