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1st time to Pathfinder, Class choice?
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<blockquote data-quote="paradox42" data-source="post: 5736977" data-attributes="member: 29746"><p>Sticky Poison <strong>rocks</strong> for an Alchemist focused on poison. As long as your INT is 20 or higher, you'll be effectively paying 20% normal price for each dose you use on a weapon. Whether you take that, or Wings, comes down to whether you want cheaper poison or mobility when getting into combat (getting out is going to be trouble no matter what with the PF nerf to <s>Tumble</s>Acrobatics).</p><p></p><p>Also be sure to take the Master Alchemist feat from the APG as soon as possible. It lets you craft multiple doses of poison at a time, one dose per point of INT bonus you have. And speeds up your crafting time by 10 times (you treat the item's gp value as "sp value" for the purposes of crafting time, so your crafting time will be only 10% what a standard crafter's time would be). Combining that with your class ability of Swift Alchemy (which lets you create poisons and alchemical items in half the time anyway) and you've got some serious poison output!</p><p></p><p>My Alchemist had INT 26 for 8-dose Sticky Poisons and a +1 Returning Javelin specifically to use for poison delivery at a distance. Sadly I didn't get to use it very many times because the GM ran us through The Ebon Mirror as our party's second adventure, and among other things that adventure turns all the PCs' items cursed through most of it (thus rendering my javelin worthless). And the party TPKed before getting out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="paradox42, post: 5736977, member: 29746"] Sticky Poison [B]rocks[/B] for an Alchemist focused on poison. As long as your INT is 20 or higher, you'll be effectively paying 20% normal price for each dose you use on a weapon. Whether you take that, or Wings, comes down to whether you want cheaper poison or mobility when getting into combat (getting out is going to be trouble no matter what with the PF nerf to [s]Tumble[/s]Acrobatics). Also be sure to take the Master Alchemist feat from the APG as soon as possible. It lets you craft multiple doses of poison at a time, one dose per point of INT bonus you have. And speeds up your crafting time by 10 times (you treat the item's gp value as "sp value" for the purposes of crafting time, so your crafting time will be only 10% what a standard crafter's time would be). Combining that with your class ability of Swift Alchemy (which lets you create poisons and alchemical items in half the time anyway) and you've got some serious poison output! My Alchemist had INT 26 for 8-dose Sticky Poisons and a +1 Returning Javelin specifically to use for poison delivery at a distance. Sadly I didn't get to use it very many times because the GM ran us through The Ebon Mirror as our party's second adventure, and among other things that adventure turns all the PCs' items cursed through most of it (thus rendering my javelin worthless). And the party TPKed before getting out. :( [/QUOTE]
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