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Rogue Poisoner lv. 3
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<blockquote data-quote="paradox42" data-source="post: 5521739" data-attributes="member: 29746"><p>Key words in that quote are "to learn <strong>any formula</strong> that is equivalent to a spell." (emphasis mine) "Formula" specifically refers to entries on the Alchemist Extract list- if it's not on there, then the Alchemist can't learn it from a spellbook.</p><p></p><p>That said, I as a GM would allow an Alchemist to have <em>Mage Armor</em> on his Extract list; I don't really see why they should have one and not the other. There are a few other spells I'd be okay with adding too, like <em>Detect Scrying</em> and <em>Vampiric Touch</em>. So, TremorFang's GM might be similarly flexible if asked- and if he wants <em>Mage Armor</em>, I say go for it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I was just pointing out that by RAW, it's not allowed.</p><p></p><p>As for "getting by" with a Craft modifier of +14, I'd say that's pretty good yes! The real question is really, do <strong>you</strong> feel comfortable doing that, knowing that you <strong>could</strong> in fact get it higher if you wanted to? Really, being only 3rd level, you're pretty unlikely to be able to scrounge up the gold necessary to make the really good/nasty poisons often (or at all) anyway, so it might make sense to wait for a level or two.</p><p></p><p>It does disrupt your character's focus a bit if he goes for Infusion rather than Master Poisoner or Concentrate Poison, but if he's been with this party for a while (i.e.- he started adventuring with them at level 1, even if that adventuring didn't actually take place in game sessions as a PC) then Infusion makes sense. He'd have at least some desire to help his teammates unless his alignment is Neutral Evil or Chaotic Evil, and even in those two cases there's an argument for a highly intelligent character to help the team out of enlightened self-interest.</p><p></p><p>It's cool your GM is okay with allowing Master Poisoner as a Discovery; and getting back to my bet that there's going to be a Poisoner Archetype for the Alchemist in Ultimate Magic, I'd be genuinely surprised if the Archetypes didn't get access to special Discoveries (like that) anyway. Even if they don't, or there is no Poisoner Archetype in that book, nothing says you and your GM can't make one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Secret pockets are not directly covered in present Pathfinder rules, that I'm aware of, but Dingo is correct that a Sleight of Hand check should be good enough to cover the case. I'd suggest that, assuming you have 1 or more ranks in it (remember, it can't be used untrained), then you would be able to combine it with Craft (Leatherworking) to create a secret pocket that would require a Perception check to notice. The check DC would be based on your Sleight of Hand modifier, or perhaps a check made during crafting, or some such thing. That crafting idea isn't RAW though, just my suggestion; ask your GM how he wants to handle it and see what your options are.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5521739, member: 29746"] Key words in that quote are "to learn [B]any formula[/B] that is equivalent to a spell." (emphasis mine) "Formula" specifically refers to entries on the Alchemist Extract list- if it's not on there, then the Alchemist can't learn it from a spellbook. That said, I as a GM would allow an Alchemist to have [I]Mage Armor[/I] on his Extract list; I don't really see why they should have one and not the other. There are a few other spells I'd be okay with adding too, like [I]Detect Scrying[/I] and [I]Vampiric Touch[/I]. So, TremorFang's GM might be similarly flexible if asked- and if he wants [I]Mage Armor[/I], I say go for it. :) I was just pointing out that by RAW, it's not allowed. As for "getting by" with a Craft modifier of +14, I'd say that's pretty good yes! The real question is really, do [B]you[/B] feel comfortable doing that, knowing that you [B]could[/B] in fact get it higher if you wanted to? Really, being only 3rd level, you're pretty unlikely to be able to scrounge up the gold necessary to make the really good/nasty poisons often (or at all) anyway, so it might make sense to wait for a level or two. It does disrupt your character's focus a bit if he goes for Infusion rather than Master Poisoner or Concentrate Poison, but if he's been with this party for a while (i.e.- he started adventuring with them at level 1, even if that adventuring didn't actually take place in game sessions as a PC) then Infusion makes sense. He'd have at least some desire to help his teammates unless his alignment is Neutral Evil or Chaotic Evil, and even in those two cases there's an argument for a highly intelligent character to help the team out of enlightened self-interest. It's cool your GM is okay with allowing Master Poisoner as a Discovery; and getting back to my bet that there's going to be a Poisoner Archetype for the Alchemist in Ultimate Magic, I'd be genuinely surprised if the Archetypes didn't get access to special Discoveries (like that) anyway. Even if they don't, or there is no Poisoner Archetype in that book, nothing says you and your GM can't make one. :) Secret pockets are not directly covered in present Pathfinder rules, that I'm aware of, but Dingo is correct that a Sleight of Hand check should be good enough to cover the case. I'd suggest that, assuming you have 1 or more ranks in it (remember, it can't be used untrained), then you would be able to combine it with Craft (Leatherworking) to create a secret pocket that would require a Perception check to notice. The check DC would be based on your Sleight of Hand modifier, or perhaps a check made during crafting, or some such thing. That crafting idea isn't RAW though, just my suggestion; ask your GM how he wants to handle it and see what your options are. [/QUOTE]
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