Shouldn't the Alchemist alchemical items scale?


Pathfinder First Edition General Discussion


I mean, they are the alchemist, why not let them add their Intelligence mod to the DC for any alchemy item they craft (like they add their intelligence mod to bomb and splash weapons).

Or, you could have the alchemist's alchemy item have DC similar to spells, DC 10+1/2 Alchemist level+Intelligence mod.

That would let the alchemist do what they do best, make and utilize alchemical items.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

Sure, go ahead.


Also, why can't the Alchemist make more potent versions of the standard alchemy items?


My opinion is that their mutagens and extracts are the next step in taking Alchemy from the everyday craftsman to the heights of power.


I always thought there should be an improvement.
I made a PrC class based on that idea actually.

It would be great to have an increase in usuablity


Yeah, like increasing damage, or something.


That was something I noticed was missing from the alchemist immediately after reading it. I don't know if should be free to alchemist or a discovery though. It would have to be stronger if it cost a discovery.
I am leaning towards a scaling DC bonus for free and a discovery to have increase effects.

This just came to me, but it would also make a great rogue talent, maybe even opening up a few other discoveries.


If anyone is able to use Hybridization Funnel while taking 10's without having to put too much focus on Craft Alchemy, it would be the Alchemist. It's not that much of a scaling though.

I think that Alchemists shouldn't have a discovery or a class ability that scales it up more than Throw Anything already does. Maybe using the same save DC as their bombs though.

Adding more items like Hybridization Funnel would be, I think, the way to go. Rewarding effort and using Craft Alchemy and not just "now you're better at using these than the others".
Just giving them better Alchemical Items may be too powerfull (Ex. Alchemist's Fire shouldn't be close to high level bombs).


I remember making an archetype a looong, looong time ago that replaced bombs with the ability to "supercharge" alchemical items, which is essentially what you describe.

Hmm, maybe I'll dig it up, it was pretty nice.


In my PrC I made (i guess i'll look for link later, it was a work in progress). I believe I added Int to DC and 1/2 lv to damage (or perhaps that was reverse..I forget.) it seemed to scale relativly nicely. it made non damage alchemy items a lot more useful (including poison). It makes the liquid blade pretty useful and worth the cost. It hasn't broken much either.. I kind of hope they'll put something like that in sometime.


I think Bombs are their supercharged items. More damage, higher DCs, variable energy damage, debuffs, etc... Plus they can use many of the normal items better than other people. Allowing them to build stronger base items would essentially give them unlimited resources or allow other classes to buy their enhanced items.


Durngrun Stonebreaker wrote:
Allowing them to build stronger base items would essentially give them unlimited resources or allow other classes to buy their enhanced items.

And?


mysticbelmont wrote:
Durngrun Stonebreaker wrote:
Allowing them to build stronger base items would essentially give them unlimited resources or allow other classes to buy their enhanced items.
And?

And in the first instance you are removing one of the balancing factors of the game. In the second you are regulating the alchemist to a NPC class as you could be any other class and then just buy the alchemist class abilities at the store.

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