Alchemist Questions and Stuff, returning player


Rules Questions


Figured I'll have more than one, so might as well try to keep them in one place.

1.Alchemical Simulacrum clarification/advice for use:
As per Lesser Simulacrum, it's not under my command but recognizes that I created it. Should we play assuming it's willing to serve as long as it's not abused?

Speaking of abuse, in one story, someone caught one of my simulacrums and tried torture information about our party, since the alchemical ones turn into inert flesh, does it mean they bleed and hurt like the creatures they were designed after?

Designing a simulacrum, there's checks to make it look like someone specific, but can I make them as I wish, essentially picking looks, vocals and personality?

It appears to be the same as the original, but it has only half of the real creature’s levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose HD or levels exceed twice your caster level.

From the spell text, it seems I need to at least vaguely know someone and simply create a replica of them, but would a player be able to decide to alter their body.

Any advice or uses for this discovery, one I can think of is clones to help with crafting, or cloning a homunculi for house staffing needs. Focus is out of combat usage.

2.Doppelganger Simulacrum:
I'm guessing unlike inert clones, the original body continues to age. Can I make younger version of myself, or do I need to mass make younger ones while the character is still young and take good care storing them for to cheat aging?

3.Breath Weapon Bomb*:
I just realized the breath bomb got added the asterisk* which means it can't be combined, don't think that was there when I played. Curious what people combine it with now, I noticed that both infusing ammo with bomb discovery and the glass caltrops discovery don't have asterisk, meaning I could potentially have a fire breath that covers a cone in melty glass shards, or an arrow that explodes into a cone?

It seems a Goblin alchemist can fire rockets out of his mouth?

4.Malignant Poison:

Benefit: As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison’s extended duration ends or for a number of minutes equal to the alchemist’s level, whichever comes first. After that, the poison reverts back to its original state.

This is pretty unspecific. Does it work before or after I poison someone. Can I use it on multiple doses, does the duration on this start ticking from the moment I affect a poison but before I actually poison someone?


Malignant Poison.

Well considering it alters the onset time. and has a duration. It pretty much defaults to "poison not currently poisonin' a guy"
There is no reason you can't "empower" several doses within the time period.
As for that "ticking" do you mean the length of "empowerment" ? Because that starts as soon as that full round action ends. Meaning it is entirely possible that you poison someone, and the power up ends before the poison fully runs its course making it easier to beat. Though that would be some crazy time keeping for players and gms.

I've made exensive use of it. Usually I play switch hitter types with a xbow. So I have the lv 6 discovery that makes poisons last for INT strikes, and i'll have one bolt poisoned (well a few, but i won't power up all of them). I'll spend 12 second every X mins to power keep them powered. In a battle that means I can strike quite a bit and even boos the DC up on one person, or spread out the strikes.

but. I love poison so it was built around poisoning folks (toxicant archetype)


Zwordsman wrote:

Malignant Poison.

Well considering it alters the onset time. and has a duration. It pretty much defaults to "poison not currently poisonin' a guy"
There is no reason you can't "empower" several doses within the time period.
As for that "ticking" do you mean the length of "empowerment" ? Because that starts as soon as that full round action ends. Meaning it is entirely possible that you poison someone, and the power up ends before the poison fully runs its course making it easier to beat. Though that would be some crazy time keeping for players and gms.

I've made exensive use of it. Usually I play switch hitter types with a xbow. So I have the lv 6 discovery that makes poisons last for INT strikes, and i'll have one bolt poisoned (well a few, but i won't power up all of them). I'll spend 12 second every X mins to power keep them powered. In a battle that means I can strike quite a bit and even boos the DC up on one person, or spread out the strikes.

but. I love poison so it was built around poisoning folks (toxicant archetype)

What was the name of the poison lasting for more hits discovery. I'm playing with the Spring Attack featline, and armor mastery book came with a style that adds +to hit, +damage I believe, as well as allowing me to hit two targets with spring attack, so kind of wanted to be the dervish that just poisons everyone then runs away screaming.


Corvo Spiritwind wrote:
Zwordsman wrote:

Malignant Poison.

Well considering it alters the onset time. and has a duration. It pretty much defaults to "poison not currently poisonin' a guy"
There is no reason you can't "empower" several doses within the time period.
As for that "ticking" do you mean the length of "empowerment" ? Because that starts as soon as that full round action ends. Meaning it is entirely possible that you poison someone, and the power up ends before the poison fully runs its course making it easier to beat. Though that would be some crazy time keeping for players and gms.

I've made exensive use of it. Usually I play switch hitter types with a xbow. So I have the lv 6 discovery that makes poisons last for INT strikes, and i'll have one bolt poisoned (well a few, but i won't power up all of them). I'll spend 12 second every X mins to power keep them powered. In a battle that means I can strike quite a bit and even boos the DC up on one person, or spread out the strikes.

but. I love poison so it was built around poisoning folks (toxicant archetype)

What was the name of the poison lasting for more hits discovery. I'm playing with the Spring Attack featline, and armor mastery book came with a style that adds +to hit, +damage I believe, as well as allowing me to hit two targets with spring attack, so kind of wanted to be the dervish that just poisons everyone then runs away screaming.

Sticky Poison:

Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier.

As written it sounds like the alchemist has to craft the poison for this to apply.


Gallant Armor wrote:
Corvo Spiritwind wrote:
Zwordsman wrote:

Malignant Poison.

Well considering it alters the onset time. and has a duration. It pretty much defaults to "poison not currently poisonin' a guy"
There is no reason you can't "empower" several doses within the time period.
As for that "ticking" do you mean the length of "empowerment" ? Because that starts as soon as that full round action ends. Meaning it is entirely possible that you poison someone, and the power up ends before the poison fully runs its course making it easier to beat. Though that would be some crazy time keeping for players and gms.

I've made exensive use of it. Usually I play switch hitter types with a xbow. So I have the lv 6 discovery that makes poisons last for INT strikes, and i'll have one bolt poisoned (well a few, but i won't power up all of them). I'll spend 12 second every X mins to power keep them powered. In a battle that means I can strike quite a bit and even boos the DC up on one person, or spread out the strikes.

but. I love poison so it was built around poisoning folks (toxicant archetype)

What was the name of the poison lasting for more hits discovery. I'm playing with the Spring Attack featline, and armor mastery book came with a style that adds +to hit, +damage I believe, as well as allowing me to hit two targets with spring attack, so kind of wanted to be the dervish that just poisons everyone then runs away screaming.

Sticky Poison:

Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier.

As written it sounds like the alchemist has to craft the poison for this to apply.

I managed to skip it repeatedly when checking the list, thanks a lot. The plan was always to make poisons on the go anyway, especially with Swift and Instant Alchemy. Have to look at Malignant, with a round of prep, and possibly the discovery that combines two doses for +2 to DC and +50% duration on frequency, I'm looking at a +6 to DC, +50% and +2 rounds frequency duration. The combat poison I was considering for just damage was one that I found in Alchemy Manual, pretty basic with 1d6 fire damage per round for six rounds, with chances to set them on fire with each, but it'd be a little hilarious to Spring Attack past people, nick them with a blade and watch them burn for about 10 rounds.


Double check your crafting times, because crafting poison 'on the go' is likely to be a disappointment.


Yeah..
Well if you want a list of Poison related things I can toss down a mini list thing..
but i've been making poison centric folks for a good 5 years now. and honestly they're soo bad but so fun. There is some fun things you can do with the right race, and feat choices. Though it starts to eat into your actual feats... So really only for that "rawr I am the freaking lord of poisons. Deal with it."

You'll basically never be able to craft in any time but a time skip though..

but if you're gonna try..

Master alchemist feat helps a lot, it speeds it up considerably, and allows you to make Int amount per crafting session. That combined with Swift Alchemy can make it almost reasonable. but you'll still basically only do it during time skips because... Its too easy to screw up and lose a lot of time and money, and generally speaking "crafting" on the go is also difficult due to penalties Though you'll never have the spare money to want to craft much of anything. Other than, I suppose the old trusty "drow poison + poison conversion" trick.

That poison fire is indeed VEERRYYYY fun. and quite useful.
Make sure you pick up celestial poisons so you can poison undead and deamons with "holy flamin' poison".

but as far as poison centric characters go.... TAKE Toxicant archetype, it just replaces mutagen stuff.. and if you are wanting poisons it makes poisons legit usable in every day fights. and it ain't half bad frankly. I've mixed it with grenadier, base, and the archetype that gives trapfinding and "trap bombs" I suggest the base or the trap one in the end. Grenadier is fun but having one arrow do "base arrow damage, explosive missile damage, conductive damage, toxicant poison, (potentially) other poison,plus any other tricks on your bow.. sounds awesome but dear me all that rolling is realllly annoying and if you play online say roll 20? Those marcros get seriously uggly and a bit hard to program unless you are quite good at the macro aesthetics mechanics.

If you are goign straight non toxicant (and honestly even if you do go toxicant eyeball it) dipping into the prestige class "guild poisoner" (not the real name... but i can't remember it, i think its under that name on d20 though) isn't a horrible thing. Go look at it, I've never gone more than 3 into that though. but i love toxin from the toxicant too much.


Gallant Armor wrote:


Sticky Poison:
Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier.

As written it sounds like the alchemist has to craft the poison for this to apply.

Yeah.. this is one of those messy "fluff is too closely mixed in with actual mechanics" Instead of a period they use a dash which mixes it up.

Though generally speaking it is pretty rare when you find a poison these days.


_Ozy_ wrote:
Double check your crafting times, because crafting poison 'on the go' is likely to be a disappointment.

It's a late game dream.

Instant Alchemy (Ex)

At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

Zwordsman wrote:

You'll basically never be able to craft in any time but a time skip though..

but if you're gonna try..

I was considering getting Skill Unlock for Craft (alchemy):

5 Ranks: When determining your weekly progress, double the result of your Craft check before multiplying the result by the item's DC
15 Ranks: When you determine your progress, the result of your check is how much work you complete each day in silver pieces.

Combined with Master Alchemist as you mentioned, I could make Int Modifier doses of a lot poisons in a single day, and Swift Alchemy at level 3 cuts all alchemical craft times in half. Two feats isn't that bad investment for me for the times saved, especially since they will work with the discovery to let me craft constructs with Craft(alchemy).

Speaking of crafting poisons though, do the poisons we manufacture work as synthethical versions, or do I need to keep scorpions handy to produce scorpion poison for example.

I used to play with wyvern poison as a gimmick, dude got the moniker Wyvernclaw due to it's use, but we never clarified if I needed to raid a wyvern's lair for poison to stockpile.


Corvo Spiritwind wrote:
As per Lesser Simulacrum, it's not under my command but recognizes that I created it. Should we play assuming it's willing to serve as long as it's not abused?

Only if the original would be thus inclined. Which I guess means "no" for most creatures.

Quote:
does it mean they bleed and hurt like the creatures they were designed after?

Probably; there's no counter-indication.

Quote:
can I make them as I wish, essentially picking looks, vocals and personality?

No. A Simulacrum is a copy of an existing creature. You can "fail" to make a perfect copy, but that's about it. That said: there's a spell to change it's appearance: Sculpt Simulacrum. It's not on the Alchemists' list though.

Quote:
it seems I need to at least vaguely know someone and simply create a replica of them, but would a player be able to decide to alter their body.

With the above spell, yes. There's no indication that deliberately failing the Disguise check or giving the base sculpture another appearance will create a Simulacrum with specific looks.

Quote:
Any advice or uses for this discovery

I'm still struggling to find one, other that creating expendable, abusable warm bodies.

Quote:
one I can think of is clones to help with crafting

They only live long enough for a single days' work.

Quote:
or cloning a homunculi for house staffing needs.

You'd have created a Homunculus without a master - those tend to go crazy. Just 'cause you created a copy of a bound creature, doesn't mean the new version is bound too.

This has been clarified for Simulacra of Familiars.


@VRMH
I always assumed the creatures were permanent due to the wording.
"The created simulacrum is a creature, not a supernatural effect."

Sounds rather odd to spend 24hrs growing a clone that only lasts 8 hours at the minimum? I can probably use a scroll or wand of Sculpt Simulacrum to get around making the perfect hare-Custom made servants.

Unlike Lesser version, the Simulacrum itself seems to be permanent and comes with guaranteed loyalty, so maybe I should wait with these shenanigans until level 14.

5. Swift Alchemy: When it says it Halves the time spent on crafting alchemical items, does it mean that by itself, it makes the usual "week of progress" into 3-4 days of progress, allowing two checks weekly. And with Skill Unlock which allows daily progress, it will make checks end up worth half a day of progress?


6.Unchained Rules:Is it just me or does the new optional crafting system not work with the Skill Unlock feat for crafting?

One sets a specific DC and a progression, which is doubled/tripled/quad for each +5 over the dc you go. But the Skill Unlock Crafting goes:

5 Ranks: When determining your weekly progress, double
the result of your Craft check before multiplying the result
by the item’s DC.

Since with their new system you don't multiply by DC anymore...


The alchemist lesser simulacrum is worse than the wizard version (twice as expensive), which already sucked pretty hard. On the other hand, the alchemist's greater version is far superior, 5 times less expensive.

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