Alchemy Items


Advice


Alright, so the normal Alchemy items that any character can make with a craft check, like Acid, Flash Powder etc.

They seem underpowered. Is this the case? And what are some of the more useful items/ways to use these items?


Underpowered compared to what?


Just in general. The DCs, the damage, it all seems rather low.


Its low level stuff.

A 1st level alchemist does 1d6+ his int modifier in damage with his bombs,and 1+int splash damage with a reflex save for half.

That same alchemist throwing an acid flask would do 1d6+int + 1d6 next round,and 1+int splash damage with no save.

So Acid Flasks and Alchemists Fire actually do more damage than bombs for the first two levels.

For the first 4 or 5 levels the DC's and damage of alchemical weapons are perfectly reasonable.They are not supposed to be primary weapons, you wont kill an ancient red dragon with itching powder. They are little gimmicks and problem solvers.

Some of the stuff is really good BTW.


See that's what I thought, I just wasn't entirely sure. Thanks for clearing that up for me. C=

Silver Crusade

I wasn't aware that anything but the regular alchemist's bombs added the alchemist's Int modifier onto damage. So, not acid or alkali flasks or any of that. Am I missing that somewhere? Thanks!


"Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature."


I still wish alchemist had a higher level thing that let you raise DC's or somehow increase damages haha

Silver Crusade

Ah! Thank you, Reinhardt! (I haven't played an alchemist, but I've GMed a few and should have known better. Fortunately, it hasn't come up.)


Yeah that would be really nice. SO many fun Alchemy things that just don't let you do that. Luckily my GM's gonna let me homebrew somethin along those lines. ^_^

Edit- Hey no problem Zoog. C=


Nice at the GM homebrew.
I would love to have more effective things like that lighting bottle.. or those grenades etc..

Alchemist's int buff helps a lot though I don't know what if any that it applies to.. It'd be neat if it just added that damage to any alchemical weapon... It'd make the liquid blade real fun


Yeah that's part of the homebrew bit we're setting up lol. Trying to make these useful endgame, but still balanced. Which means a leveling system like the Alchemist's Bombs on damage and saves. Pretty simple really. Honestly don't know why it isn't implemented legitimately. =P

N yeah Liquid Blade could get real fun lol.


It'd be the easiest thing in the world to just homebrew some stronger alchemical stuff. Flasks that have two compartments that combust when they mix could be stronger than regular alchemists fire, napalm-like clinging fire could deal more damage over time, ditto for more concentrated acid.

Try to find ways in which alchemical items could logically imitate certain spell effects (like bottled lightning that paralyzes like Hold Person or vertigo-inducing fumes that imitate Confusion). Just keep in mind that they're nonmagical and should be (much) less powerful than spells that are available at the same level.

It'd be nice to have some more non-magical alternative ways of damage and battlefield control. That being said, nondamaging stuff like smokesticks remains useful well into the endgame, and even beyond level 20.


Yeah see that's exactly what we're tryin to setup, and I completely agree that there needs to be nonmagical ways of doing those things.

Hence we're homebrewing it. Because Paizo won't. XD


You could start a thread in the homebrew forum with a name like "1001 Ideas for Non-Magical Alchemical Items" for inspiration.


That sir, is a spectacular idea.


http://paizo.com/threads/rzs2qbmv?1001-Ideas-for-NonMagical-Alchemical-Item s#1


Reinhardt wrote:
"Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature."

This is why all alchemists should carry holy water. My alchemist has used holy water to great effect against incorporeal undead by throwing it at party members who were surrounded.

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