Quick Alchemy effect output and duration or existance.


Rules Discussion


Howdy.
I tried searching around for this on Nethys, and on the forums. But as near as I can tell no one asked this and I can't find any declaration.

Alchemist's Quick Alchemy items disappear at the end of their turn (Or. next round with their feat). But what about their output effects?

i.e. a Quick alchemy Acidd flask, or something with Sticky Bomb.
Quick alchemy smoke stick--the stick vanishes, but does the smoke?
Quick Alchemy a Poison and applied it. Does the applied poison disappear?
Quick Alchemy Silversheen, and applied to a weapon. Does the effect end?
Quick Alchemy Mutagens or Elixers as well.
In the future there will be more items with similiar situations I'm sure.

so my assumption is that the Item is NOT the effect. Acid's are made to be persistant DoTs. Additionally, feats like Sticky Bomb and Smoke bomb exist. Sticky bomb can only be applied via Quick Alchemy. But I could see someone stating that was a specific overiding general (though it does not state anything about length of existance so i don't think so).
This would also mean that at the end of the night, if you have extra Batch, you could Quick Alchemy poison and poison weapons (or ammo if you're allowed to).

It makes more sense that Effects are not the Item.
But I wanted to confirm. As I've seen bits and pieces of this topic in variosu threads --usually with the "I use the rest of my Batches to prep supplies for tomorrow (Poison, Silversheen in the 2 threads on reddit)" and folks saying they woudln't allow.
But nothing on it directly.


It seems by RAW that those would only last until the end of the character's turn, which would make poisons utterly useless and most other things pretty useless without the Enduring Alchemy feat. And even with it they would be near useless.

But what I think they meant in the use of the word "potency" was that an unused alchemical item would become useless after the specified period but any effects of a used item would continue. With the caveat that if you did your daily prep while a nonpermanent effect was active the effect would immediately end.

If you look through this forum I am sure you will find a few more threads with people talking about this issue (and a lot of others involving the alchemist that should have been fixed from Playtest considering I know they were brought up multiple times in forums/feedback).


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The way I understand it is that the Alchemical item must be activated while it remains potent. Any ongoing effects from activation would continue. This really isn’t a problem for any item other than poisons.

Poisons can only apply their afflictions while they are potent which means that ingested poisons are useless, contact poisons are only effective if used on weapons, injury potions remain useful, and inhalation poison clouds only apply their affliction until the potency vanishes.

Potency isn’t defined in the appendix so the most reasonable interpretation is the one you should go with; more specifically, your DM’s interpretation.


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the "smoke" coming out of a used smoke stick is not a "smoke stick" any more than the fire in the forest is the "fireball" which caused it.

As an example, Acid flask (the item) produces the effect of "x persistent acid damage". If Nethys woke up an evening grumpy and said "i declare that there will be no more Acid flasks in the world" that wouldn't make the persistent acid damage disappear, only the items called "acid flask".

in sort: as soon as you "use" an item to produce an "effect" then, as far as mechanics are considered, what the item was is irrelevant and has no correlation to the effect.

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