Dawn of Legends (A Legacy of Failure) (Inactive)

Game Master JamZilla

Train!

Rolls sheet


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Male Professional Dosser 14/Rules Lawyer6

I assume we replenish existing equipment. Do we get the opportunity to swap out stuff that isn't getting used? if so, is there a limit to what we can swap out?


I guess you can swap it out at half the resource point cost. That probably won't work very well when we are talking about small value items because it'll have to be whole numbers and therefore you'd have to swap back 2 RPs worth of equipment to get 1 RP back.

Let's try that.


Male Professional Dosser 14/Rules Lawyer6

Its probably a bit early to swap stuff out yet, but I will add a sound damper (potion of silence), which I will pay for out of my spare 2RP


Probably useful


I will wait until there is a definitive plan or someone directs the action and says "we are doing this..."


Male Professional Dosser 14/Rules Lawyer6

OK guys, way I see it we have a couple of choices:

1. Try and sneak through the skylight into the office beside the warehouse; would require some way of quietly getting through the glass. Shift can teleport through it if there is not too much of a drop on the other side, but it still would have to be opened for anyone else.

2. Try the steel shutters by the van. If they are loading/unloading the shutters may be temporarily open and someone can sneak past.

3. Throw caution to the winds and charge in, blasting everyone and everything until we find some answers.

If we split up, I would suggest we try 1. and 2., Save 3. for when/if things go wrong.

Anyone got any better ideas?


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

I really don't like the idea of splitting up, in the last combat it seemed ok as we had an idea of the layout and were nearly done.

I like the idea of 1 and just dropping in as a surprise through the glass, I'd really just like to get this moving now :P I got to know if we're just being bad heros here or amazing heros.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

1


By the way, True Believers, Guardians of the Galaxy 2 is fantastic. I won't say any more but I loved it :)


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

We watched the Lego Batman Movie over the school hols, It.
Was. Awesome!

Guardians is top of my cinema watch list :D

Dark Archive

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Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |
GM-JZ wrote:
Trystt rips a panel off the wall and, standing on tiptoes,

This was awesome, by the way. Details like "standing on tiptoes" gives me that feeling of "Hey, my GM 'gets' me!" That feels great! Props and thank you!


Yay! Shes a strong character so I think I get her enough to do those little descriptions

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Aww, thank you for the compliment. I'm definitely enjoying playing her.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

I added in a shape, turned off the fill color, and bumped up the weight of the outer line. I think it gets the point across you're going for?


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Napalm, mind if Spore slides in there to get the flanking bonus? I can bust through the DR now, but I'll need to got with both of my flurry attacks to do it.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

All yours, my friend.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Thanks :D
Now I just need to actually hit!

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

These Dretch probably have 5 hp and we just can't get through. Comedy.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Level 3 kineticist/paladin

+1 BAB
+11 HP (6 class +4 CON +1 fave class)
+1 all saves (+1 resistance from ABP, don't forget everyone!)
Feat: Precise Shot
Aura of courage
Divine Health
Mercy
Elemental overflow +1
Infusion (Snake)
+2 RP from level 3 Alien (raised flight from 40 ft poor to 60 ft average)

Lastly, taking the opportunity to re-train Midnight's kinetic blast from air to electric. It now does slightly less damage and as an energy effect has to conquer SR, but it's a ranged touch attack so should you know, actually hit things now ;)

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Hp: 6(5+0+1)
Saves: +1 Fort(Magus)
Adv Skills: +7(2+Int+Boon)
Feat: Extra Hex(Misfortune)
ABP: +1 Saves

Magus Abilities: Spellstrike | Canny Defense:+1
Witch Ability: Deliver touch spells through familiar

Magus Spells: 0:+1 known(Spark) | 1st:+1/day | +1 known(Ray of Enfeeblement)
Witch Spells: 1st:+1/day | +1 known(Snowball)


Do not forget that you get a +1 resistance bonus to all saves due to Automatic Bonus Progression

Midnight, I'm fine with you retraining to electricity mechanically but keeping the fluff air-based? Up to you


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Level up!

General:
Additional HP: 6 +1 FCB +4 CON = +11
Saves: no change
ABP: +1 Resistance Bonus to saves
Feat: Fast Healer (add 1/2 CON bonus to hp when you heal)
Adv Skill Points: 1 into Kn Meta; 1 into Kn Planes; 1 into Perception; 1 into Stealth
Background Skills: 1 into Sleight of Hand; 1 into Handle Animal
BAB: +2 -> +3

Racial:
Fertile Soil (2 RP)

Sorcerer:
Spells Known: Mudball, Entangle (Bloodline Spell)
Bloodline Power: Celestial Resistances (Cold 5, Acid 5)

Brawler (Steel-Breaker):
Sunder Training (+2 to sunder attempts & sunder CMD)


Male Professional Dosser 14/Rules Lawyer6

Yay! Levelling up!

Shift gets: BAB+1, Will/Ref +2 and Fort+1, +1x1st level Arcanist Spell/day, +1x1st level Magus Spell/Day, Canny Defense+1, Magus Arcana: Arcane Accuracy, Feat: Combat Reflexes, +6HP, 6 skill points (Acrobatics, Knowledge (engineering), Knowledge (Meta), Perception, Techcraft, Use Tech device).

I will select new spells later

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

(ooc)Oh man, I think Punisher was here.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

General

HP: 5+1Con = +6
+1 BAB
+1 Will save
+1 Resistance bonus to saves

Skills: +1 rank to: Acrobatics, Craft (Alchemy), Disable Device, Intimidate, Knowledge (Local), Knowledge (meta), Techcraft, Perception, Sense Motive, Stealth, UMD, Escape Artist

Feat: Charging Hurler - Allows the use of the charge action to throw weapons

Alchemist
Bomb damage increases to 2d6
Swift Alchemy: Create alchemical items in half the time

Formula added: Targeted Bomb Admixture - Bombs deal no splash damage, but deal twice Int mod as bonus damage

Rogue
Danger Sense: +1 to Reflex saves and AC vs traps; +1 to Perception to avoid being surprised. Counts as trap sense.
Sneak attack increases to 2d6
Finesse Training: Use Dex mod in place of Str to modify damage with a single weapon.

Looking for some advise: Rapier is the obvious weapon to choose for Finesse Training to get the most out of crit threat range, but I'm not sure of the visual in a modern culture. I like the idea of Napalm with his extending baton, but mechanically it's a poor choice. Any idea how I can reflavor the rapier or another weapon with a decent crit range that Napalm can transition to?


There are heroes out there who use swords but I get that's not really Napalm's schtik.

You can literally reflavour to as anything you like, some kind of energy weapon (like the riot baton we saw in Star Wars: Force Awakens), a super-vibrating cutting tool ((like Guyver's elbow blade) or a collapsable blade weapon similar to a bladed belt that already exists in pathfinder.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Decent = 19-20 base is ok? War razor might work: The war razor is nothing but an oversized flip knife or shaving razor. It folds into its own handle and is only one pound, allowing it to be easily concealed on a person.

Or you really want the 18-20? For 1-handed, this leaves us rapier, scimitar, cutlass, and kukri. In my mind, rapier is the easiest to imagine your baton extending into.

2c and all that.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Maybe a few quick cell phone pics or a video? Evidence is always useful!


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4
GM-JZ wrote:


Midnight, I'm fine with you retraining to electricity mechanically but keeping the fluff air-based? Up to you

Thanks JZ :) Midnight will reprogram her nanites, which will enable her to change her aerokinetic control to more suit the Earth's atmosphere, allowing her to take advantage of the electrical charge instead of just exciting the air molecules themselves. So long story short, we're good with actual electricity :)

Lucas Lee wrote:


Looking for some advise: Rapier is the obvious weapon to choose for Finesse Training to get the most out of crit threat range, but I'm not sure of the visual in a modern culture. I like the idea of Napalm with his extending baton, but mechanically it's a poor choice. Any idea how I can reflavor the rapier or another weapon with a decent crit range that Napalm can transition to?

Lucas, instead of focusing on how to re-theme a rapier, why not stay with your collapsible baton if you like it as flavor? Simply say that you've developed one that is narrower, longer and stronger? Don't worry overly about changing from B to P, perhaps the new baton has microscopic hydraulic cylinders that extend when the baton strikes a surface, meaning it gets greater armor penetration!

Anyway just my two cents, keep the baton if you feel it suits Napalm's style!


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Not sure if that sunder attempt will yield anything, but the imagery was too good to pass up!

RE: Napalms's baton

Midnight's barb idea is good. Alternatively, and if you want a more non-lethal sounding version, just chalk it up to Napalm's accuracy and ability to choose good spots to hit, instead of it being a weapon quality in and of itself. Maybe Shift could give you some pointers!

Alternatively to THAT (but probably not a good one):
You could build your own thing using the Weapon Creation Rules from the Weapon Master's Handbook!
http://www.d20pfsrd.com/equipment/weapons/#TOC-Creating-New-Weapons

Problem with this is, you don't have proficiency with martial weapons, and you need your weapon to be either Light or have the Finesse Property (additional 3 DP), so it gets tricky, and you'd probably have to shoehorn some undesirable properties onto the poor baton, like lesser base damage and fragile, and the whole thing becomes a mess real fast.

tldr;
i suggest you reflavor the mechanics of a rapier-- you're a rogue and rogues are mechanically allowed to have them. changing the damage type shouldn't have a massive game balance affect.

:D


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Is the intention that if you are untrained on Profession (Driver) that you don't know how to drive? Or that you're just not suitable to be a commercial driver? It's believable that Midnight or Ebon might not know how to drive, but Napalm grew up as an all-american kid in Seattle. He definitely knows how to drive. Maybe not well, but he knows.

Thanks for all the thoughts about the baton. I'm going to take Weapon Finesse in baton. The flavor and image of using a riot police-style weapon just seems right in this setting. If our esteemed GM is ok with it, I will be spending RP to get an upgraded version though. I'm thinking 19-20 crit range and B/P damage. Perhaps a bit like a morningstar, but still mechanically worse than a rapier, IMO.


No the intention with profession driver is much like the ride skill. Basically you don't need to make a check to operate a vehicle normally, but do need to make checks in order to make difficult or dangerous maneuvers. For example, if you wanted to jump and land a vehicle safely off a ramp, evade a pursuit, weave in between traffic at high speed and so on - you'll need to make checks to do that.

The majority of those checks will be at a DC higher than 10 in which case you'd have to have ranks to make them.


Lucas Lee wrote:

Thanks for all the thoughts about the baton. I'm going to take Weapon Finesse in baton. The flavor and image of using a riot police-style weapon just seems right in this setting. If our esteemed GM is ok with it, I will be spending RP to get an upgraded version though. I'm thinking 19-20 crit range and B/P damage. Perhaps a bit like a morningstar, but still mechanically worse than a rapier, IMO.

Perfectly ok by me.

This is kind of an 'end of an issue' moment and may be a good time to reflect in character about coming together as a team, what the heck is going on, who killed those guards (and why) and also to get some gear in any case.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Lucas: I'm sure Lucas does drive, just Midnight has never seen him do so therefore makes an incorrect assumption!

And no, she wouldn't have a clue how to drive a car! Her race does not require personal vehicles beyond those used to travel long distances or interstellar journeys :p

I do recall she was thinking of learning to ride a motorcycle, so perhaps her experience with Lucas' driving will light a fire around fast combustion engine vehicles :D


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Lucas wants to spend 2RP (750gp) on the following:

  • MW augmented riot baton (1d6/19-20) (B/P) - ~305gp
  • MW light kevlar armor (chain shirt) - 250gp
  • biomedical mesh (potion of cure light wounds) - 50gp
  • powdered vibranium sheen (oil of magic weapon) - 50gp
  • 3 flasks of acid - 30gp
  • antitoxin - 50gp

If allowed, Lucas will also work to craft another flask of acid, but it will take him multiple weeks using the core crafting rules. If using the alternate crafting rules, he can do it in less than a week. Actually, depending on the amount of downtime, we're expecting, he might craft more than 1 flask.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

I think Spore will pick up a Feather Token (Tree) for 400 gp, and that should do it.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

I'm good on gear.... I hope.


Lucas Lee wrote:


If allowed, Lucas will also work to craft another flask of acid, but it will take him multiple weeks using the core crafting rules. If using the alternate crafting rules, he can do it in less than a week. Actually, depending on the amount of downtime, we're expecting, he might craft more than 1 flask.

It seems absolutely crazy to me that it would take multiple weeks to distill one flask of acid in a world with super advanced technology such as the one we are portraying here.

How about no more than one craft check per 24 hours, each crafting session takes 8 hours, but you calculate progress in gold pieces? If that seems wonky after a wile we will just tweak it

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Good to know since I'd like to take Create Wondrous Item later. For ioun stones, because Rocky.


Well magic creation feats will remain the same because it's hugely quicker to create magical items than mundane for some reason

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

I didn't realize there was a difference. I never end up being able to make things.


Well take Craft Wondrous Item for example. You can make 1,000 gold pieces worth of progress per day.

With mundane crafting you track your progress in silver pieces and WEEKS!

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Divine fecal matter!


Indeed!


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Spore that's brilliant, I look forward to seeing how you use it.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9
GM-JZ wrote:

It seems absolutely crazy to me that it would take multiple weeks to distill one flask of acid in a world with super advanced technology such as the one we are portraying here.

How about no more than one craft check per 24 hours, each crafting session takes 8 hours, but you calculate progress in gold pieces? If that seems wonky after a wile we will just tweak it

Let's see...

Craft Alchemy: 1d20 + 14 ⇒ (13) + 14 = 27

Using the core rules, you take the check x DC (15 for acid) = 405. Normally, that would be compared to the item cost in silver (1000sp) for a week's work. Not even halfway there, which is ridiculous. If we change it to the price in gold (10gp) per day, then Lucas just made 40 flasks of acid in 8 hours. Maybe not unrealistic if he's using a lab, but a tad overwhelming for a level 3 character.

If we use the alternate crafting rule from Unchained, then we use the chart to compare the check to the DC (15). It beat it by more than 10, but less than 15, so we make triple the base progress of 2gp. So we're at 6gp progress for a 10 gp item. We would need another day. Still not great.

I see two solutions. We could use the core rule and take 10 times the gold cost instead. That would have him making 4 flasks in 1 day. Alternately, we could use the Unchained rule, but move up the base progress by two steps to represent modern technology. That would have him creating 2.4 flasks per day.

Given Lucas' skill level already, 4 flasks seems about right. He could also make 2 canisters of napalm (alchemist's fire), 1 flash powder, or be almost done with teargas (pepper smokepellet), but need an extra day. I do want to figure out the DC for a combined flash powder/thunderstone = flashbang, but I'll leave that for later.

So I vote for core method with 10X gold cost.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

I forgot Lucas now has Swift Alchemy. He makes alchemical items in half the time. So he makes those 4 flasks in 4 hours.


That's fine. At the end of the day we are talking about something that is 10gp to buy in the first place.

A super-scientist should knock this stuff up by the bacth


Shift, you still with us?

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