Alchemist: Burrow combat and Dweomer Leap questions


Rules Questions


So one of my player is going to play an alchemist, beastmorph and vivisectionist.

I have some questions which i can't seem to find the answer for:

Burrow: Since he's gonna have burrow (and tremorsense) with beastmorph how combat work in this case?

suppose he put himself just under an enemy can he attack it without being attacked?

If a wizard cast an area dispel can the mutagen be dispelled (i understand not, but checking just in case) ?

Any combat rules for monster tiwh burrow?

He's gonna take the improved familiar for the tumor familiar and have the dweomercat cub.

Now let's suppose he let his familiar drink an extrct with beash shape 3 or some other polymorph spell, does the pet still retain the Dweomer Leap plus all the new natural attack and so on? (basically becoming a caster-killer) ?

Thanks in advance for any help.


For the burrow speed, i think it's not covered by rules so you choose. But as he is not in the ground but dig the ground, i think that he can be attack.
Mutagen is supernatural so can't be dispelled.

Polymorph rules :

"While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form."

So your choice too but I think that's not depend of the original form.

Hope it'll help.

Grand Lodge

Re: burrow.

Go look up the rules for incorporeal creatures attacking from within walls. It is basically the same. (With the difference that he can sense the presence and location of all creatures within 60 feet, not just those adjacent to his square.)

Quote:
It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Remember, tremor sense doesn't let you see opponents you could not otherwise see, it just tells you what square they are standing in. They still have 50% miss chance.

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