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As long as they have the poison and alchemical trait then yes. But why would you want to? Poisons are already dancing that line of moral ambiguity, being a drug dealer is just throwing yourself over that line in the "Evil" direction.
Note: "Drugs" in Pathfinder are almost always bad. Medical drugs do not have the "Drug" trait, and are just standard alchemical items.

breithauptclan |
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As long as they have the poison and alchemical trait then yes.
That isn't the requirement.
You gain the basic alchemy benefits, though they can be used only for alchemical poisons.
It doesn't define what items you can create based on traits. It lists 'alchemical poisons'.
Alchemical Poisons is a specific category of items, with rules in a different chapter of the book (chapter 11) than Drugs (chapter 2).
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That said, I would probably still allow it in games I was running.

Ruzza |
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Cordell Kintner wrote:As long as they have the poison and alchemical trait then yes.That isn't the requirement.
Poisoner Dedication wrote:You gain the basic alchemy benefits, though they can be used only for alchemical poisons.It doesn't define what items you can create based on traits. It lists 'alchemical poisons'.
Alchemical Poisons is a specific category of items, with rules in a different chapter of the book (chapter 11) than Drugs (chapter 2).
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That said, I would probably still allow it in games I was running.
That's interesting as I always considered it a strength of toxicologists that they could make alcohol and drugs (whether or not they're super effective is another matter), but this is fairly convincing that they cannot. I'm with you that I would still allow it, as I really went by traits and never considered the sub-categories of alchemical items.

The Ronyon |

As long as they have the poison and alchemical trait then yes. But why would you want to? Poisons are already dancing that line of moral ambiguity, being a drug dealer is just throwing yourself over that line in the "Evil" direction.
Note: "Drugs" in Pathfinder are almost always bad. Medical drugs do not have the "Drug" trait, and are just standard alchemical items.
While I am not interested in doing drugs IRL, I'm also not going incinerate people with fireballs.
I don't dig dully do right or super man boys scout characters, who still wade through blood and gore.I prefer tarnished halos or friendly fiends.
YMMV
I'm working on an idea for a Gnome who provides party favors for himself and his friends.
Elf might be better, but I like the flavor of a Gnome always looking for the next mind blowing experience.
Im thinking a real mushroom munching nature loving type, talking to nature, tending his bees...
Anyway, seems like a full on Alchemist Archetype would be better.
More variety of party favors.
Alchemical Familier is cool as well, though Gnome can get a Familiar already.
I might skip the archetypes that grant infused reagents entirely and craft my treats instead.
That would leave room for a Summoner Archetype.
It grants only the meagerest of Edilons, but I was hoping to leverage that by feeding mutagens and drugs to a body that the player character doesn't have to live in.
Juicing up an Animal Companion would probably be more effective, but that seems worse to me.
Edilons and familiers are both summoned critters, not real animals.
Even if the effects cross over from the edilon to the summoner, that could still work out, granting double the effect for a single dose.
I keep talking about using alchemical items, but I don't really want to play the class.
It just seems behind the curve right out of the gate.
I think starting as a bard and nerfing it by investing all my feats into alchemy or summoning, I might still be more capable than playing strait alchemist.
We shall see.
It might be worthwhile to play an alchemist if I can pass the drawbacks onto my pet monster/imaginary friend/ nightmare companion.

breithauptclan |
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@The Ronyon
Some thoughts of mine so you don't get disappointed in your choices:
* Feeding alchemical items to a familiar is probably not going to be as effective as you are hoping. They still can't make any attacks. Familiars are notoriously useless in combat.
* Feeding alchemical items to an Eidolon will probably work. I can't see the rules for them yet, but I assume that the items (benefits and drawbacks) will only affect the Eidolon.
* taking Alchemical Crafting directly will let you create any of the alchemical items you want, but you will have to pay for them with both time and money. Classes and class archetypes that give Infused Reagents let you create them during daily preparations - so no cost of time or money. However, for the archetypes, the level of items that you can create for free are quite a bit lower than what you could create with time and money, so you won't be saving much money. Those free items that you can create don't cost very much money compared to the amount of wealth you will have. So mostly the savings is in time.
* Alchemist archetype doesn't actually take all that many class feats to be effective. Especially if you aren't focusing on throwing bombs. For handing out party favors, 2 or 3 feats should do the job.

breithauptclan |
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And actually, Drugs isn't the one that I find to be the most problematic. Blight Bomb is.
It is an Alchemical item with the Poison trait, but isn't technically an Alchemical Poison.
Can a Poisoner archetype character craft a Blight Bomb? Can a Toxicologist Alchemist choose them as one of their Perpetual Infusion items?

breithauptclan |

It would also help with that thing where Poisoner dedication gives you four level 1 or lower common poison recipes, but there are only 2 level 1 common poisons.
I'm seeing 3. Arsenic, Spear Frog poison, and Giant Centipede Venom.
Arsenic is probably being ignored since it is ingested and so can't be used in combat. But it does still exist.