Alchemist questions(Distilled Spells, Alchemical items)


Rules Questions


Hello everyone,

im currently in the process of creating a Alchemist for a campaign and in the process i found out that there are many greyareas or unclear questions regarding this class(crawled through many many many threads).... but i learned a lot the last 3 days! :D

So i have a couple of questions if couldnt find in all this heap..

1. Distilled Spells from the Brewkeeper PrC:

AoN wrote:
Distilled Spells (Su): A brewkeeper can spend 1 minute distilling an extract or spell she has prepared or an unused spell slot into a draught. When she does so with an alchemist extract, the draught functions as if enhanced by the infusion discovery. Spells can be distilled only if they qualify to be created as a potion or oil from the spell but without the limitation of being a 3rd- or lower-level spell. Once a draught is created, it persists for up to 24 hours, even if it is no longer in the brewkeeper’s possession. After this point, the draught becomes inert and the brewkeeper regains the use of that extract or spell slot (although she must still prepare that slot normally, as if she had cast the spell or used the extract from that slot during the day). As long as the draught remains potent, it continues to occupy one of the brewkeeper’s daily extract or spell slots. A draught functions as a potion or oil, and can be used by any creature.

Regarding the bold sections: Does this makes an extract truly a potion and eligible for things like extend potion or enhance potion, or is the first section the only benefit an extract gets, but the last section would kinda favor the first impression.

1b. If it would count as an potion, what would be the interaction with an extract brewed with the discoveries like combined extracts or aromatic extract, etc?

2. Creating alchemical items like tinctures, remedies, concoctions, alchemical weapons etc.:
I have a basic idea how crafting works(at least i hope so) but how get do it decided what an alchemist can craft? I couldn't find any rules about this, or can he just create any alchemical items there is in the world? If not how does he get the blueprints/recipes/etc.

3. Vestigial limbs/Monstrous grafts:
I know that there many discussion about this and natural weapons, extra attacks, this, that, and the general consensus is, that you cant get natural weapons on them, with is totally fine by me.
But i couldn't find the following case.
How is the interaction between vestigial limbs and monstrous grafts? Technically speaking, do the vestigial not grant extra attacks but only provide a limb to be replaced by an monstrous graft, wich in turn could grant a natural attack. Further are other limbs, like wings for example, eligible for monstrous grafts? The discovery is rather unspecific about this...Its not that im super horny on the idea, but it is an option that came to my mind.

4. Beastly Concoction (Su) from the Journal of the Beast Within(Formula Book, Level 10 Alchemist)

AoN wrote:
This journal grants you the ability to make an extremely potent and savage mutagen. Spend this boon when you imbibe your mutagen. The mutagen grants you a +6 alchemical bonus to your selected ability score instead of the normal +4; you take a –2 penalty to all of your mental ability scores (Intelligence, Wisdom, and Charisma) while the mutagen is in effect.

What are the interaction with greater mutagen/grand mutagen? Does it only works with the base mutagen?

Guess that would be all for now^^' hope hope its not too bloated
anyway thanks in advance to whoever answers, much appreciate it!


In general with alchemists a lot of their special stuff they can only do on themselves. They have to pay extra to grant benefits to others. They also do not cast spells (weird, but that's the rulez).
They also benefit the party with decent collateral damage.

Alchemist class & Discoveries

Class Guides on ZG will probably answer a lot of questions.


1) no, it's not a standard potion. It only persists while it occupies a slot on your spell list. "functions as" is not the same as "is", it is there to help the GM & players know how to use it. So practically yes but technically no.

2) consult craft skill. It's a long process and most mundane things have DCs, magic items have feats that regulate their construction. As an Alchemist you need to crib notes from a Wizard's spellbook. Access via NPCs is 0.5*Scribe cost.

3) very expensive options. I'll comment you're a pseudo-wizard in combat. You are awesome until your spells poop out so CL min to rounds, after that not much of a threat besides bombs. Then they run out... capishe? All casters share the same issues...
A lot of people use Monstrous Physique:T spells to go into Charda, Calikang, or multiarmed Gargoyle. You can consult the Class Guides. Fey Form:T is also on the Alchemist's spell list (yay).
Another common strategy with Alchemists is to work the tumor familiar angle as it heals quickly and the master can piggyback onto that.

4) you have to get to level 10 and the Prestige class may nullify your basic class advancement. It can be tricky. Again the Class Guides should give you some direction.


3) Vestigial Limbs does not let you make more attacks than you normally would without the discovery. If you're using it to graft for an extra attack, that's still more attacks than you normally would get, thus it falls under this faq.

4) No interaction with greater/grand mutagens, or if there is one, it would replace their benefits. Also note, you do not need to be level 10 to utilize the preparation ritual, you merely need to prepare 3 formulae from a formula book with the ritual in it. The levels and classes associated with the spellbooks are not requirements, I'm unsure why AoN displays them as such.


Azothath wrote:
Class Guides on ZG will probably answer a lot of questions.

Sadly that Guide is kind of lack lustering, compared to the others i found and consulted.

Azothath wrote:
1) no, it's not a standard potion. It only persists while it occupies a slot on your spell list. "functions as" is not the same as "is", it is there to help the GM & players know how to use it. So practically yes but technically no.

I know its not a standard potion, but imho "functions as a potion" would make it eligible for things regarding potions.

Azothath wrote:
2) consult craft skill. It's a long process and most mundane things have DCs, magic items have feats that regulate their construction. As an Alchemist you need to crib notes from a Wizard's spellbook. Access via NPCs is 0.5*Scribe cost.

This doesn't answer the question. I know how crafting works, i asked if a alchemist knows every formula/blueprint/Instruction/and the like to craft normale alchemical items (e.g. alchemical fire, impact foam, tanglefood bag, etc)NOT extracts.

Azothath wrote:

3) very expensive options. I'll comment you're a pseudo-wizard in combat. You are awesome until your spells poop out so CL min to rounds, after that not much of a threat besides bombs. Then they run out... capishe? All casters share the same issues...

A lot of people use Monstrous Physique:T spells to go into Charda, Calikang, or multiarmed Gargoyle. You can consult the Class Guides. Fey Form:T is also on the Alchemist's spell list (yay).
Another common strategy with Alchemists is to work the tumor familiar angle as it heals quickly and the master can piggyback onto that.

This doesn't answer the question at all and has nothing to do with what i asked :/

Azothath wrote:
4) you have to get to level 10 and the Prestige class may nullify your basic class advancement. It can be tricky. Again the Class Guides should give you some direction.

Again, not answered the question at all..


willuwontu wrote:

3) Vestigial Limbs does not let you make more attacks than you normally would without the discovery. If you're using it to graft for an extra attack, that's still more attacks than you normally would get, thus it falls under this faq.

4) No interaction with greater/grand mutagens, or if there is one, it would replace their benefits. Also note, you do not need to be level 10 to utilize the preparation ritual, you merely need to prepare 3 formulae from a formula book with the ritual in it. The levels and classes associated with the spellbooks are not requirements, I'm unsure why AoN displays them as such.

3) Yeah thought so, but wanted to be clear, thx! :) But do you know about Wings? or other limbs?

4) Oh nice! thx! Didnt know about this spell-/formulabook stuff, much appreciated!


2) crafting doesn't require acquisition of blueprints/formulas to begin with. So yes, you can craft everything you can successfully make the craft checks for.

3) Unsure, I don't use grafts or know them really. Most gms I've played with haven't allowed them either, since they're easily abused.

Liberty's Edge

willuwontu wrote:

2) crafting doesn't require acquisition of blueprints/formulas to begin with. So yes, you can craft everything you can successfully make the craft checks for.

willuwontu is correct, but your GM can impose some limits, especially when the item description says things like "discovered by", or "secret of", or the item is under the Racial rules of some race.

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