Alchemist's tools (Not enough hands) [See Table 6-9]


Rules Discussion

Liberty's Edge

So I have a question- How exactly is an Alchemist ever supposed to ever use Quick Alchemy? The equipment requires 2 Hands to use effectively.
Was the overall intent of Quick Alchemy supposed to be that you never actually need to use your tools, just simply that you have them in your possession?
If the intent here was truly that an Alchemist must never actually HOLD or USE the equipment in any way, why does the table state that it requires 2 Hands and why does it note in description that you can stow the equipment in pockets or bandoliers when you carry them from place to place (Suggesting you're not actually using them)?

If the intent WAS that it requires 2 Hands, how exactly is an Alchemist ever supposed to have the expectation that they should have 1 free Hand to perform Quick Alchemy?

The same thing goes for the Formula Book except with 1 Hand.
------------------------------------------------
Next, with Quick Alchemy, eventually, you'll end up in a situation where you'll be creating multiple items with a single action through Double Brew.
Does this change the number of free Hands that are required to do this?
What happens to the second item that you make?
It is automatically stored on your person?
Are you holding two 1 Handed Alchemical Items in 1 Hand?
Do you just drop the additional Alchemical Item you make from Double Brew to the ground?

Inquiring minds would like to know.


Themetricsystem wrote:

So I have a question- How exactly is an Alchemist ever supposed to ever use Quick Alchemy? The equipment requires 2 Hands to use effectively.

Was the overall intent of Quick Alchemy supposed to be that you never actually need to use your tools, just simply that you have them in your possession?
If the intent here was truly that an Alchemist must never actually HOLD or USE the equipment in any way, why does the table state that it requires 2 Hands and why does it note in description that you can stow the equipment in pockets or bandoliers when you carry them from place to place (Suggesting you're not actually using them)?

If the intent WAS that it requires 2 Hands, how exactly is an Alchemist ever supposed to have the expectation that they should have 1 free Hand to perform Quick Alchemy?

The same thing goes for the Formula Book except with 1 Hand.
------------------------------------------------
Next, with Quick Alchemy, eventually, you'll end up in a situation where you'll be creating multiple items with a single action through Double Brew.
Does this change the number of free Hands that are required to do this?
What happens to the second item that you make?
It is automatically stored on your person?
Are you holding two 1 Handed Alchemical Items in 1 Hand?
Do you just drop the additional Alchemical Item you make from Double Brew to the ground?

Inquiring minds would like to know.

I asked the exact same question on the bag of holding: If I'm REQUIRED to hold the bag in two hands, how do I put anything in or take anything out?


For the formula book. Its a reference book--you your character still knows the formula. So you don't need the formula book in hand during it. Last I knew anyway. Thats why if you lose your formula book you don't lose everything. (Unless they changed that since the playtest. I have not looked it up again)

As for the kit. No clue. that was brought up in the playtest. Not sure if it was ever addressed. Last I knew though, was that Quick Alchemy only says "you have" it does not specifi "in hand". Because Quick Alchemy isn't normal alchemy, its a specific. So you have to have the tools but not use the tools. Strictly speaking anyway.

I imagine its just slipping your hand in for a random thing while combining random things. Because you can do Quick Alchemy with only one hand in total.
========

NO clue on the item holding.
I like to think that the quick alchemy versions you make aren't full weapons. they're tiny pellets of reagents. Sacraficing stability to reach the full power of a long brew.
So maybe you could hold several small ones still. Who knows!


Zwordsman wrote:

For the formula book. Its a reference book--you your character still knows the formula. So you don't need the formula book in hand during it. Last I knew anyway. Thats why if you lose your formula book you don't lose everything. (Unless they changed that since the playtest. I have not looked it up again)

As for the kit. No clue. that was brought up in the playtest. Not sure if it was ever addressed. Last I knew though, was that Quick Alchemy only says "you have" it does not specifi "in hand". Because Quick Alchemy isn't normal alchemy, its a specific. So you have to have the tools but not use the tools. Strictly speaking anyway.

I imagine its just slipping your hand in for a random thing while combining random things. Because you can do Quick Alchemy with only one hand in total.
========

NO clue on the item holding.
I like to think that the quick alchemy versions you make aren't full weapons. they're tiny pellets of reagents. Sacraficing stability to reach the full power of a long brew.
So maybe you could hold several small ones still. Who knows!

You have to "keep them on hand to reference them." as per the book description.


The bag of holding is probably a mistake, it should be 1+ like the bow.
As for Quick Alchemy for me it is just action economy, like the poison feat for Rogue at level 4.

You have prepared raw potions with your alchemical kit (which are a part of your kit), and on just mix quickly with the right reagent to make the thing you want to create on the spot. You don't really use your alchemical kit like you do on a lab for four days, no you just mix and match whatever you need with an almost complete item and one hand. But to mix and match you got to have your kit on your personn.


SteelGuts wrote:
The bag of holding is probably a mistake, it should be 1+ like the bow.

IMO, it shouldn't be a held item at all: it should be worn like a Knapsack of Halflingkind. As written, I think you'd have to take a bag of holding on your belt off to use it... Somehow the Knapsack manages to be an "extradimensional space equivalent to a type II bag of holding" without needing hands OR being held.

SteelGuts wrote:
As for Quick Alchemy for me it is just action economy, like the poison feat for Rogue at level 4.

Even if you manage to figure out the tools, you have to figure out how you're holding 3 items in 2 hands...

SteelGuts wrote:
You have prepared raw potions with your alchemical kit (which are a part of your kit), and on just mix quickly with the right reagent to make the thing you want to create on the spot. You don't really use your alchemical kit like you do on a lab for four days, no you just mix and match whatever you need with an almost complete item and one hand. But to mix and match you got to have your kit on your personn.

"These beakers and chemicals can be used to set up a mobile alchemical laboratory." If you're mixing chemicals in beakers before fill up your elixir vial... You need some extra hands. IMO, a lot of the "hands" needed are off.


This exact rules question came up with the Playtest and I know it was posted in the forums ... and it still made it to 2nd?

Liberty's Edge

Bumping for visibility as this is a really REALLY strange place to leave things as in combat I have NO idea if it's even feasible to play ANY Alchemist in PFS in the same way that nobody could play an Oozemorph in 1E.

Especially since Quick Alchemy Items are supposed to stop being effective if they leave your possession... right?

Would someone like to argue over this, maybe ... I don't know help make this visible. I mean, there isn't even a discovery to add extra arms anymore!


Themetricsystem wrote:
Bumping for visibility as this is a really REALLY strange place to leave things as in combat I have NO idea if it's even feasible to play ANY Alchemist in PFS in the same way that nobody could play an Oozemorph in 1E.

If you really want to blow your mind, try to use a Administer First Aid using your Chirugeon's ability to roll craft vs medicine...

You need 2 hands for the alchemists tools, 2 for the healers tools [all medicine checks require them] = needing 4 hands to stabilize or stop bleeding.

Themetricsystem wrote:
Would someone like to argue over this, maybe ... I don't know help make this visible.

This has been brought up in several threads so most likely everyone is debated/argued out over this. But I helped a bit. ;)

Liberty's Edge

graystone wrote:
Themetricsystem wrote:
Bumping for visibility as this is a really REALLY strange place to leave things as in combat I have NO idea if it's even feasible to play ANY Alchemist in PFS in the same way that nobody could play an Oozemorph in 1E.

If you really want to blow your mind, try to use a Administer First Aid using your Chirugeon's ability to roll craft vs medicine...

You need 2 hands for the alchemists tools, 2 for the healers tools [all medicine checks require them] = needing 4 hands to stabilize or stop bleeding.

Themetricsystem wrote:
Would someone like to argue over this, maybe ... I don't know help make this visible.
This has been brought up in several threads so most likely everyone is debated/argued out over this. But I helped a bit. ;)

I feel like there must simply be an assumption that if an ability states that it should work to effect a certain thing but it fails to make notation on HOW it is possible within the realm of mechanical possibility than players and GMs should assume that is just simply "works" anyhow.

Kinda like the whole specific overrides general rule, but in this case, it is something like "If something says you can do something, ignore all rules that would otherwise prevent it" and just use GM fiat to make up the difference. That's cool and all I suppose, what with rule 1 and all but for these circumstances, I feel like them adding the Hands column to the Gear section has really only done more harm than good.


Also.. I think you have to buy alchemist kit stuff too right? You don't get it via the class ability right?


Themetricsystem wrote:
I feel like them adding the Hands column to the Gear section has really only done more harm than good.

There are several parts of the game I feel this way about...

Zwordsman wrote:
Also.. I think you have to buy alchemist kit stuff too right? You don't get it via the class ability right?

Not as far as I can tell but at least you get a formula book: but to be fair, actual alchemists have to buy their own alchemist tools too.

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