Hot answers tagged alchemy
Explicitly Undefined The game does not tell you this, because it is left up to the character in question. It’s totally up to you, within the realm of reason – where “the realm of reason” is defined solely by your group. It would be pretty terrible if Paizo took it upon itself to dictate this sort of thing.
Whatever you want! One of the ways to get the most out of your game is by "skinning." Classes, class features, etc. can and should be changed in visual effect to create an interesting character. I remember listening to the Gamers' Guide to Pathfinder podcast where they discussed the alchemist and fun skinning variants, like the infusions being ...
The DDI Compendium can give you a comprehensive list. Even if you don't have a D&D Insider account, the Online Compendium will let you do a category search for Items (Alchemical Item). It won't show you the mechanical information unless you have an account, but will tell you the name/level/cost/rarity of each item and its publication source. There are ...
Based on the description of the power, the bomb is — like the extract and the mutagen – a mixture of chemical agents bound magically together. Since there's no mention of a shell or any other container, it appears to be a handful of powdered reagents that, when the catalyst hits it, firms up into a small ball suitable for throwing.
There is no answer to this because GURPS is not in the business of telling you how "the world" works—there is no default "the world" in GURPS. You provide the world(s) and your own laws of magic, GURPS steps in with rules you can use to represent those. How do you want this to work? Okay, now that is how it works.
GURPS takes a very "laws of physics" approach to mana. In some worlds the laws are different, so much so that magic is real. It comes down to the way the world's meta-magic rules are designed. And often these questions don't come up in campaign settings as the characters do not often traverse world settings. I do not recall GURPS Core or Magic covering ...
If a 1st-level alchemist has Int 11, he can create 1 1st-level Extract Per Day. If a 1st-level alchemist has Int 12-19, he can create 2 1st-level Extracts Per Day. If a 1st-level alchemist has Int 20-29, you can create 3 1st-level Extracts Per Day. But, barring other influences (e.g. archetypes, feats, magic items, special abilities, traits), that's all ...
The alchemist in the campaign I'm playing in now has decided to avoid glassware as much as possible, for obvious reasons. He goes around with a lot of little cloth bags of dusts and powder which he mixes, breathes into to activate, then tosses. There's no reason for you not to decide on the format that's most convenient for you, discussing it with your DM, ...
At a baseline, you have a few ethical and absolute rules: You must work with an equal amount of material. You cannot transmute gold. You cannot transmute humans. 2 & 3 seem more ethical limitations, with 1 being the only absolute limitation we are shown. But other than that, though each alchemist seems to focus on his own interests, it seems a ...
No they cannot. Only Executioner Assassins with the Poison Use class feature can create assassin poisons. They function as the class's daily power use, and therefore are equivalent in power. Allowing them to be created by a character with the alchemy feat provides entirely too much utility to anyone with alchemy.
A quick troll through the Compendium shows there are a variety of sources for the currently 79 Alchemical Items. The main ones are the Adventurer's Vault, Mordenkainen's Magnificent Emporium and the Eberron Player's Guide. There are also a few items in the Dungeon Survival Guide, and a number in various Dungeon and Dragon issues.
Yes. Mark of Storms doesn't specify that the power must be a power provided by your class or race. It would work even if you hit with a Shock Weapon. Benefit: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.
The wording is poor and unclear, unfortunately, and does not appear to have been made any clearer in any errata - the Adventurer's Vault updates and errata does not mention Herbal Poultice. It does not appear to acknowledge the possibility that someone would spend more than one healing surge. There is no particular indication for whether the author meant ...
Rules as written states that no, magic items will not work. "No Mana: No one can use magic at all. Enchantments and permanent magic effects are suspended and do not function while within a no-mana zone.". -- Magic 6, Mana Sidebar (Emphasis mine) Executive summary Magical items are rendered inert, so nothing magical can ever work in a no mana zone. ...
You're probably just going to have to wait for the 5e DM's guide to be published this summer. Until then I would fall back to the alchemy rules given in 3rd edition.
With an Off-the-shelf Alchemist no, this is impossible. The Bomb class feature requires a standard action to create and throw the bomb, this isn't an attack action, this is just the way the class feature works. Some have drawn comparisons to it and a Dragon's Breath Weapon. However, if you are level 8 you may pick up the Fast Bombs discovery which then does ...
My alchemist has a bit more of what I thought was a "traditional" feel and so throws little glass balls with a cork and a fuse coming out of it. The dangerous chemicals are inside and ignite when the glass breaks on impact. The other way I thought they'd work is with a vial with two chambers or one vial inside another so they shatter and mix on impact. ...
In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst Emphasis mine. To me, this means that the vials are prepared with the catalyst at the beginning of the day (or month or year, it says they don't degrade until the bomb is mixed). So he has a bunch of vials with an ounce of catalyst in them. "Vial" is ...
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