Amazing Red's You Have What You Hold (Inactive)

Game Master Daxter

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Male Human(Amazing)

Oh I did miss that. She will only fly up 30 feet. Will do an update post.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

@GM - Apologies...I forgot the spell only has a range of 15'. Las would obviously know the bird was out of range, so with your permission, I'll redo his action...so no entangled condition for the bird. I'll just have to eat the extract.


Male Human(Amazing)

Yea it's fine.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

@GM - going to post this now in case I forget...

Las will alter his fire crackers to all have short fuses so that they will go off on the same round that they are lit.

Alchemy Manual p.29 wrote:
Shortening Fuses: A character with 2 or more ranks in Craft (alchemy) can cut a fuse so that the firework detonates at the end of her turn; however, if the wielder rolls a natural 1 on her attack roll when throwing a firework with a shortened fuse, the firework misfires in her hand

Since I won't be throwing the fuses lit, I shouldn't have to worry about a 1.

Las will also communicate with Morvuis and Tali about Las' throwing the fireworks and one of them lighting it with spark as a future tactic.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

I have to say, I'm interested to see what happens as a result of capturing the druid or any of the pirates. In situations like this, I always wonder how much the author anticipates.

@Tali - If the GM will allow it, I was hoping the bard could make a performance check on the fighting style of the pirates. Perhaps when we get back to town, we can check on the more popular contestants and see if there is a match in fighting style.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

@Taili - ugh...no interest in Taking 10 with such high modifiers?

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

@GM - on a completely separate note, are players allowed to have their crossbows loaded and cocked before drawing them for combat?


Male Human(Amazing)

Yea, having a weapon loaded before combat is fine. I assume that anyhow unless you have a reason not to.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h
DM Amazing Red wrote:
She tells Lajas everything he wishes to know even though none of it is relevant to the task at hand.

???

I thought we were suppose to put an end to the piracy?

Grand Lodge

Male Half-Orc Brawler 10

I think we know enough to make our next move at least.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Let's chat IC...

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Apologies, I feel like I've missed something.

If we are talking about going to the base, why is information regarding who and what is defending it not relevant?

Grand Lodge

Male Half-Orc Brawler 10

She said it was guarded by 'lots' of men. What other information could we need?

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

lol...Is that 8 or 200?

Are there traps or wards or creatures that guard it?

What type of abilities does Deremin have? Caster, summoner, fighter, cleric?

Can we approach from land?

How long is the trip?

Why not draw out more of his men and pick them off in small groups?

There's only four of us and we've burned through all the bards high level spells, so Las is not thinking we are ready for another fight.

Grand Lodge

Male Half-Orc Brawler 10

Based on the description I was under the impression Deremin's base was fairly far away. That'll give us time to recover our resources.


Male Human(Amazing)

Enough that a party of 3-7 would find it reasonably challenging so 200 is unlikely. You can only approach by river. It is 5 miles away from where you are at.

Grand Lodge

Male Half-Orc Brawler 10

River travel is super slow. A day of travel by river is 5 miles. If it's the middle of the day now we'll reach the camp/base middle of the day tomorrow.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Well, it depends on whether you're going downstream or upstream. Downstream, it'd be less than 2 hours, upstream it would be 10. Regardless, if we can get a day's rest, then it's not a problem.

Apologies if I seem difficult, Las is an Investigator, so he's not one to just go with the flow. My Barbarian...much more so.

OOC feedback:

A little miffed at the scenario here. If the author wants the players to proceed to the base, then it would have made sense for them to have provided obtainable information that the base is vulnerable to the party. OOC, I get that the scenario isn't going to have us fight 200 pirates, but IC wise, I can't see how four characters would think taking on a base of pirates was doable given what we know.

I was in an scenario where the party got burned for just following the rails. We had to take out a facility and we just banked on it being doable, didn't ask any questions, and nearly TPK'd because we didn't do our homework, so trying to avoid that.

Grand Lodge

Male Half-Orc Brawler 10

PTSD aside, try to have faith. You're in good hands here.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Truk is extremely impressive.

Okay...frontal assault.

@GM -

1. Do I have time to craft?

2. Do we benefit from any natural healing?

PRD:
Natural Healing: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

3 @Talisien - if allowed to craft, there are couple of things that could help your spells as power components, and some of these I already have:

- Alchemical Grease - increase Grease DC by 1
- Acid - 1 point of damage/round to anyone caught in grease spell (already have this).
- Itching Power - designate someone caught in Glitterdust to suffer the effects of itching powder.

4. Las will drink his Meditation Tea just before the attack begins

Meditation Tea:
Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.

5. Las will put his Magic Missile wand in his spring loaded wrist sheath

6. Las' extracts will be: Shield, Adhesive Spittle x2, Illusion of Calm

Illusion of Calm:
Range personal
Target you
Duration 1 minute/level
Saving Throw Will disbelieve (on hit, see below); Spell Resistance no
Description
When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.

When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.

7. Las will drink the Shield and Illusion of Calm if it's clear from the Druid that the base doesn't have any walls that prevent immediate access.


Male Human(Amazing)

Yes and yes.

Sovereign Court

Human Bard 5 | HP 36/36 | AC 17; Tch 12; FF 15 | F +3; R +7; W +4 | CMB+3; CMD 15 | Speed 30 ft | Init +9 | MW Longspear: +4 (1d8/x3) | Perc +9

Are we able to rest and regain spells before moving on?

If anyone needs me to roll charges of their wand, feel free to roll and assume I used it for you.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Las will craft some alchemical grease (DC 15)

Las is also going to create 2 doses (20gp) of gold dust and he's going to load his Poison Blecher with gold dust and Essence of Independence.

Poison Belcher:
Source Alchemy Manual pg. 6 (Amazon)
Price 50 gp; Weight 1/2 lb.
Category Tools
Description
Loading this long bronze tube with a dose of ingested poison and 10 gp worth of gold dust is a standard action. When you blow on a poison belcher like a blowgun, it sprays the poison out the other end. The poison belcher is a simple weapon that strikes as a ranged touch attack with a range increment of 10 feet and a maximum range of 30 feet. If hit, the target must save against the poison as if it had been ingested.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Was wondering if M's target is alive or dead? Also, is he side by side with Truk?


Male Human(Amazing)

Posted.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

@Tali

Yes, we got all our spells back and Las offers Tali Acid (1 pont of damage per round) and alchemical grease (+1 on DC) as a reagents for her Grease spell and Itching Powder as components for her Glitterdust spells

You can only use one reagent at a time per spell.

Sovereign Court

Human Bard 5 | HP 36/36 | AC 17; Tch 12; FF 15 | F +3; R +7; W +4 | CMB+3; CMD 15 | Speed 30 ft | Init +9 | MW Longspear: +4 (1d8/x3) | Perc +9

Great, thanks!

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Was trying to find out about their religion....faux deity, etc.


Male Human(Amazing)

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Alright, so are we taking the captives back to the VC? Letting them go? Tying them to building and burning it down?

@GM - Does Las have any insight on what happens if we take these people back to Tymor? Can they demand their freedom and insist they were falsely accused, etc?

Grand Lodge

Male Half-Orc Brawler 10

I don't know that we have time to take them back to the VC. I think we're going straight to confronting Helkit. Tying them up and leaving them here is probably good enough. Someone will come along to set them free eventually.

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

I think we need to at least report to the VC before we go on to Helkit.

Grand Lodge

Male Half-Orc Brawler 10

I suppose we could do that.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

I just want to make sure that they don't get free and warn Helkit or someone else. Maybe we could chop off their heads and bury them in forest so that will slow them down by a day at least?


Male Human(Amazing)

So what is the official plan?

Grand Lodge

Male Half-Elf Rgr5/Wiz1 HP 50/44+6 | AC19 | T14 | FF15 | Fort+5+1 | Ref+8 | Will+4/+6 | CMD20 | Init+6 | Perc+14/+16/+18|Sense Motive +9/+11

The VC told us to kill any pirates we found, so let's do that. We have the information we need from this one.


Male Human(Amazing)

So straight to the arena then?

Grand Lodge

Male Half-Orc Brawler 10

Truk isn't quite cold enough to kill defeated enemies. Does Morvius mind pulling the trigger?

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h
DM Amazing Red wrote:
So straight to the arena then?

I think we are going to see the VC first. Though I think this will be the first time I've been in a scenario where we had a chance to visit the VC before the scenario was complete.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h
Truk the Hammer wrote:
Truk isn't quite cold enough to kill defeated enemies. Does Morvius mind pulling the trigger?

Ditto on Las. We can use their personal gear as divination objects if they have to be found again.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

@GM - So I'm dying to know if the scenario contemplates the characters asking the VC to join them in the battle, or what the VC says if the characters suggests more experienced Pathfinders should take it to Helkit?

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

@GM - Moving on...

Who much time do we get between calling out Helkit and having to fight? Las will probably try and craft a few things.

I'll also ask the team if they can find out if Helkit mistreats her animal and verify what type of animal she'll be riding. Rhino was it before left? We should also try and figure out if Helkit has an tricks or cheats up her sleeve. And possible investigate the arena floor to make sure there are no traps.

@Talisein, don't know if you have the Alchemy Manual, but there are a few reagents you can buy for your spells that will boost them. I mentioned some of them earlier.


Male Human(Amazing)

Like I have mentioned, Helkit will set the terms, i.e. the time when it would take place so as of right now you don't know.

Sovereign Court

Human Bard 5 | HP 36/36 | AC 17; Tch 12; FF 15 | F +3; R +7; W +4 | CMB+3; CMD 15 | Speed 30 ft | Init +9 | MW Longspear: +4 (1d8/x3) | Perc +9

If we have time to shop, Tali will buy alchemical grease and itching powder before we head out.

Thanks, Lajas!

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Well, I say we challenge Helkit to a spelling bee.

Sovereign Court

Human Bard 5 | HP 36/36 | AC 17; Tch 12; FF 15 | F +3; R +7; W +4 | CMB+3; CMD 15 | Speed 30 ft | Init +9 | MW Longspear: +4 (1d8/x3) | Perc +9

Quick question on these alchemical components. Are they used up when you cast the spell, or are they kind of a focus item that you can retain after casting the spell?

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

There are two labels: Material component (M) which get used up, or Focus (F), which don't.

Itching Powder and Grease appear to only be used as (M) for the spells they affect. Las can craft these at 1/3 the cost and just give them to you for the scenario. I'll keep them if you don't use them.

Also note that there are some reagents that work on entire schools, sub schools. For example, cold iron:

PFS Legal Cold Iron

Source Alchemy Manual pg. 0 (Amazon)
Price 1 gp; Weight —
Cold iron is often used to produce alloyed metals, catalysts, and items that interfere with magic.
Power Component
Doses 5 (5 gp); Spells abjuration school
Effect +1 caster level for the purpose of caster level and dispel checks

So if you have any abjuration spells, you could cast them at +1 caster level if you include cold iron as a material component at the cost of 5 gp per spell.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Las will add to his crafting since the fort:

Crafting:
Meditation Tea (DC20) - 30 gp
itching Powder (DC 25) 60gp
Alchemical Grease (DC 15) 5gp
Noxious Aromatic Flask (DC 20)15gp
Boulderhead Bock

B. Bock:
This malty ale has a legendarily thick, creamy head. It creates a pleasant buzz and sense of euphoria that dull the effects of pain and concussions, granting the drinker a +1 alchemical bonus on saving throws to avoid becoming dazed, staggered, or stunned, or against any effect with the pain descriptor (Pathfinder RPG Ultimate Magic 138) for 1 hour. In addition, a dose of boulderhead bock grants the drinker 1d6 temporary hit points that apply exclusively against nonlethal damage. Multiple doses of boulderhead bock stack, to a maximum alchemical bonus of +5 and a maximum of 20 temporary hit points.

actual crafting cost is 1/3

Purchases
Reagents:
Silver reagent (10gp) - will add +1 to the DC to disbelieve Illusion of Calm
10gp of gold powder - used with Poison Belcher
Darkwood (20gp) - will add +1 the DC of Adhesive spittle

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

@GM

The PFS FAQ on crafting says alchemist can't sell or trade crafted items. However, there doesn't appear to be any restriction on another character providing the materials and the alchemist crafting those items for the character.

PFS FAQ on Crafting wrote:

How can alchemists craft in Pathfinder Society Organized Play?

Alchemists can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91–93 of the Pathfinder RPG Core Rulebook as well as in the alchemist’s Alchemy ability description. Any item created must be properly noted on that scenario’s Chronicle sheet. Under "Items Bought", note the amount of gold spent and the item created. Alchemists are assumed, for Pathfinder Society Organized Play, to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they’ve created (so long as the alchemist class ability being used allows them to do so).

I'll also check with the On-line VC to see if there is an official answer to this question.


Male Human(Amazing)

As long as those crafted items go to the one who bought the materials, it should be fine.

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