
Sitril Anvilbrand |

Before I post. I think I have good old healing serum (1d8) with regard to the action economy. How fast can I walk carrying Tamerius?
My guess is: lift Tam (1 action), move 2 actions for half distance: grand total 25 ft.
If I drop my javelin (free), pull out serum (1 action), do waterboarding with healing serum to Tamerius (1 action), run 25 ft (1 action): Sitril grand total escape 25 ft.
Tamerius then wakes, Stand up (1 action), run for his life (2 actions) : 60 ft.
That would mean that using a serum is better than hauling him.

Sitril Anvilbrand |

And with regards to rapier, it was stashed. After the fight with fire rat. Sitril put to sheathes all of the arsenal that he had. When the Patchworkman showed up he took out his axe.

GM Wayfinder |

Okay, re. rapier!
I don't understand why the creature attacks me, is this intelligent somehow?
I'll give info' later.
But I did write in a bit earlier that the Amalgam seemed rather smart.

SuperBidi |

You were on square 1 of the stairs. You took 2 actions w. the potion.
25 ft. up the stairs from my previous position
Thus one Stride, in Difficult Terrain, meaning you move 2 x squares up (10 feet each, 5 feet move "lost"), right?
Yes. I was just hoping these 2.5 extra feet would be considered so I could be one half square further away and as such impossible to attack by someone in the first steps of the stairs :D
I find the difficult terrain rules to be quite harsh on Stride. It was fine in first ed as everyone had 30 feet and as such it was divisible by 2. Here, a 25 feet speed character can move 30 feet in difficult terrain and 15 feet in very difficult terrain per round when a 30 feet speed character can move 45 feet and 30 feet respectively. It's a very big difference for a quite small actual difference in speed.
Anyway, not important. I cross my fingers I won't be attacked. At least, as I'm way lighter than Tamerius Sitril should have no issue holding me :D

GM Wayfinder |

I'll stick to things as is for now, and not get into 1/2 squares and such.
Anyhow, as they say, no need to run fastest, just faster than the last guys--
--but then maybe you end up the last guy after a while?

GM Wayfinder |

So, Tamerius should be able to do:
1 : Get up
2 & 3 : Stride of 25' x 2 =
- 5 feet down corridor
- then 4 squares up (4 x 10 ft = 40, +5 from corridor, and 5 lost)
Meaning between Sitril and Giggett.
Right?
Or just attack the Amalgam!

GM Wayfinder |

Sorry, that's what I meant-- duh.
Between Giggett and Natsume.
Anyhow, we shall see what Asmodeus does!

GM Wayfinder |

Added the two newer maps to the main Plaguestone Google Slides ; and switched again the order of the maps on the "lighter" Map Google Slides (even if we hope master SuperBidi has access to better Internet now!).

GM Wayfinder |

I find this rule just ridiculous.
I imagine it is there for crit' fails-- you break your picks I think?

GM Wayfinder |

Yeah, but you can buy a bunch of them and it's solved.
I believe Giggett has 0 replacement picks and has never had any since the game started (at least I never saw any on her sheet).
Meaning that if you roll a 1--
But breaking a pick that you can replace, what's the point?
--you can replace, but since you have no replacement, you could no longer open locks, disable some traps etc..

SuperBidi |

Yeah, but you can buy a bunch of them and it's solved.
I believe Giggett has 0 replacement picks and has never had any since the game started (at least I never saw any on her sheet).
Meaning that if you roll a 1--But breaking a pick that you can replace, what's the point?
--you can replace, but since you have no replacement, you could no longer open locks, disable some traps etc..
I didn't know the rules about replacement picks when we were in town. Basically, if you have system mastery, you can ignore the rule past level 2 (as it's just a few gp to spend). If you don't have system mastery, the rule is super punishing. I don't find that to be a good rule.

GM Wayfinder |
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Just read the description of the things you buy, or the skill you want to use.
That is not system mastery.
That is just "not playing without even reading once the rule re. what I want to do".

GM Wayfinder |

Oh la la... smart move!
It had 30 hp left (30/65).
The text says:
Today, the Amalgam is made up of over a dozen creatures and is recognizable only as a mass of flesh and limbs. In nightmarish pain, the Amalgam’s only release is to obey Vilree, who occasionally gives the thing a painkilling elixir.
The Amalgam flies into a rage against the intruders, hoping that Vilree will let it rest.
So, will simply say that Healing it w. the extra coat of religious anti-pain and soothing removes this as a threat towards you.
re. your XP: you are @2860 XP each
Having gained:
Amalgam (60 xp)
Cinder Rat (40 xp)
Drudges (60 xp)
Trap (60 xp)

Sitril Anvilbrand |

GM Wayfinder wrote:Pfff, Alchemist's the worst. 3 of her levels are not worth one of ours!Correct!
Vilree just needs to create a few more potions to level up too!
I like your attitude, but I think the Orc alchemist the one that almost escaped through the forest could have beaten Sitril on fist fighting ;)
Oh the charm of Adventure Paths, people got so into alchemist class to then create a PC and regret it for the rest of their PC's life :D

GM Wayfinder |

Pfff, Alchemist's the worst. 3 of her levels are not worth one of ours!
Ha ha! I will tell her )))
You regret your alchemist Farol?
I have not seen the Paizo site in months, but can you still not get the total change boons?

Sitril Anvilbrand |

Quote:Pfff, Alchemist's the worst. 3 of her levels are not worth one of ours!Ha ha! I will tell her )))
You regret your alchemist Farol?
I have not seen the Paizo site in months, but can you still not get the total change boons?
I like Hopper as a character. I feel underperforming as a PC but it does not mean that I don't enjoy playing him. But I also liked Dragh the dwarven Wizard and he seemed more useful especially with more lvl's behind his belt.
And I was wondering if I could preserve Hoppers feel with a different class and I had trouble with it. Oh the romantic hero struggle ....

GM Wayfinder |
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”they are a community unto themselves. Daikitsu calls upon us to help communities work toward good and heal them when they are sick. So...”
Well... did not even think of that!
Your Deity has to thank you now.
Add a Hero Point--

Natsume Ren |

Per the rulebook:
You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool.
So the roll would be on my end!

Natsume Ren |

Yeahhh, that roll didn’t pass ANYBODY’s passive Perception.
My Assurance in Deception is only useful for tricking NPC’s!

GM Wayfinder |

Ooh... we have a Bless radius! (don't worry, by the time it sees use it'll cover the entire fort!)
And some green blob-- someone is going to sneeze?

GM Wayfinder |

re. Bless-- Giggett would not crit', nor hit.
And I checked w. Natsume, because I was wondering if she flanked (I always have to check the rules for Large critters!)-- because w. Bless and Flatfoot it would hit. But-- no.

Farol |

Btw. I took a look at the APG from the perspective of the alchemist and there are couple of interesting items added.
Blight Bomb which looks like a new default for bombs (at least when damage over time is needed) 1d6 dmg + 1d4 persistent damage + 1 splash.
Currently for dmg the highest was Alchemist fire (1d8 + 1 persistent + 1 splash)
And for DOT: acid flask (1 dmg + 1d6 persistent + 1 splash)
The new bomb has decent damage 1d6 and very good persistent 1d4.
Drakeheart mutaget which I feel is the best mutagen in the game. +4 to AC, +1 to perception and a Final Surge action (allows you to move twice in 1 action but ends the mutagen). The drawbacks are -1 to reflex, will and recall knowledge.
The ability to end the duration of the mutagen is great. The value of +4 to AC is amazing (it puts +2 to dex bonus).
When it comes to Archetypes a Witch archetype sounds appealing. It gives you cast a spell ability and a familiar with 1 prepared cantrip (2 knowns) with 1 familiar ability. You can use this as master ability to bring your reagents up by 1 and be able to cast a spell -> take scrolls from school training.
Unfortunately besides introducing 1 bomb and 1 mutagen they did not change existing mutagens, but you can't get everything.

SuperBidi |

Alchemist got a lot of improvements.
For the Familiar, you have better things to do than having a Familiar with 1 ability. You have the combo Independent + Valet allowing you to quick draw any light item for free once per round (which is awesome for an Alchemist).
I also like the Master Form Familiar with a bandolier full of Elixirs of Life who heals every round. Just a bit expensive.
You have also Healing Bomb helping with healing. Not incredible, but a nice addition to the Chirurgeon toolbox.
I hope they'll release more poisons and alchemical items in an item centric book in the future. It should happen. It's really the last thing the Alchemist is lacking.

GM Wayfinder |
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Healing Bomb is tossing a healing potion on someone, at a distance? (like in PF1).
If so, maybe Vilree can go out and purchase the APG real quick...