| Archivist Malik Zell |
Go Ahead~
Seems apt, has been a few (3-4?)weeks now.
-------
Stuff
Yep I need to figure out how to describe alchemy rod. I know the visuals in my head. I just need to work on my vocabulary descriptors. and my crappy art haha.
The Lantern's 20ft of bright light will buff anyone w/in that area, looking at something also within that area. This buff works on user and allies.
Survey WIldlife and forensic Acumen are big for his story~ They let him research ecology. what lives where, what eats what. It also benefits him as he can try to Find Flaws before actually running into something.
Find Flaws is pretty rough in some cases. As it has to be turned on each target one at a time (Regardless if they're all "rats". and Recall Knowledge scales pretty hard if its multiple of the same. Uniques and such will be rough.
One reason I went for my original combo with Thorough Reports. That'll help a lot once he gets some "Types" written down. Or for when he has to re-find flaws a single target. He will wiff sometimes! But I built him as a "magic item dude" so failing won't ruin him. Still can set aflame or taze!
Antithesis won't be used too often. Unless he breaks out his whip. But Find Flaws gives great weakness infos.
I'm intending to not get too close to things! My HP is terribly low compared to others. Its great if he's forced into a small area, or he needs to help someone. Its a lot of static damage
| Ukagi, Ryushi |
All clear.
| Archivist Malik Zell |
Aie Aie.
(also thanks I corrected Assurance)
------------Maliks Item emporium! ---------
Can either RP the info exchange, or it can have been on the flight over.
If you have a combo or a specific request concerning his supplies. Feel free to list it. His alchemy items aren't as strong now but free items area always fantastic.
I have a few choices that are auto assumed if no requests override it well enough.That comes from Malik's loner life writing the Fool's Supplement on Living on Golarion, and Malik's Monsterous Guide on Creatures and How to Survive Lunch with them.
2 free talisman per day, up to 1/2lv of item
Free Scroll: Level 1, Level 2 (common spells)
11 Reagents per day; creating 2 of 1 item per reagent (list below)(Ukagi,Lazarus,Zathra/Tarik,Zephy, Malik. 5(and a summon). So basically 2 reagents per person if they want up to 2 different items)
Lv1 4gp
Antidote Lesser +2 6hrs
Antiplague
Sunrod. 6hrs 20ft radius bright 20ft dim
Tindertwig
Lv2 4gp
Bloodhound Mask 15ft range +1 item 10min
Comprehension Elixir 1min duration.
Lv3 21gp
Cognitive Mutagen (Moderate) +2/10min
Drakeheart Mutagen +5IB to Ac, +2 perc. 10min/final surge
Juggernaut Mutagen +2 10 temp HP, 10min
Quicksilver Muragen +2 +10ft speed 10min
Serene Mutagen +2 or +3vs mental 10min
Silvertongue mutagen +2 1omin
Olfactory Obfuscator 10min
Lv4 15gp
Darkvision Elixir 1hr duration
Timeless Salts
| Zephyr amir |
| 1 person marked this as a favorite. |
Can either RP the info exchange, or it can have been on the flight over.
For the love of god, haven't we suffered enough!?!?
ROLEPLAY!
For god sake, ROLEPLAY!
Assume the flight to Goka took 2 weeks.
Let's hear about it ...
If it's good enough, I will award XP based on exposition.
Timing being everything, if the team can advance faster than the competition, it will give them quite an advantage.
(and yes, the message to Customer Service went out this afternoon)
| Archivist Malik Zell |
Aie Aie mon capitaine.
Though we were breaking or group shenanganing at the city. So opted to work that in~
Though if someone has a good method to screen wipe to the flight can do that conversation while in board.
I also find the idea of Malik being terrified for 2 weeks on a float ship hilarious.
edit
and a pointless aside. nethys has that new stuff. Some cool stuff! Asp Coil is a bloody sword whip! restricted though but very cool. Also firearms. Amusingly calls out our area in the new class splat booklet.
If it ever comes up in this game. Malik would upgrade his heavy xbow to heavy autoxbow or maybe firearms. They're loud. His HXBow is his hunting tool. but extra range while hunting is thematic (and he has the feat to actually craft powder) Yeah repeating heavy xbow i love
random but neat thought i'd share.
| Ukagi, Ryushi |
I'll be honest. Gear is a place where my system mastery falls apart! I'll go with whatever Lazarus wants!
Lazarus the Undying
|
Boring, but practical; Lazarus would appreciate Antitoxin and Antiplague. Although, if leaving those slots open for other fun Debuffs against our enemies is also a great option.
A free Talismans per day does sound interesting. Are those at 1/2 level also?
I have been agonizing on altering Lazarus a bit. He really doesn't have any Debuffs (Stun if ctits); so, perhaps daily Debuffing Talismans would be fun.
I will need to look; as Lazarus is technically my 1st melee in PF2e....
Emerald Grasshopper this fits his theme...lol.
| Archivist Malik Zell |
I'll toss my current go to talismans. Yep only up to lv 5 for now.
There are some that give you fighter feats Etc.
I love talisman Master archetype
Antitoxin antiplague are both solid long lasting buffs.
Lazarus the Undying
|
Have you seen this? Weeping Midnight Poison....nice Debuff!
Something to look forward too...lol!
| Zephyr amir |
In all honesty, there may be an actual Zephyr 3.0 before you arrive at Danger Island.
What do we think? You all ready?
I have not heard back from Customer Service yet, but I'm not sure that's the biggest surprise given the "State of the Union" at Paizo. However. We will move forward anyway, carefully, as we will not have any revision/editing capability until the threads are turned over. Most of what I post I will write up in Word first, just to take the maximum amount of care doing so.
Let's do this!
Lazarus the Undying
|
Zephyr looks good and complicated; ready...lol!
| Archivist Malik Zell |
Seems apt.
I'm about as good as I'll be. Haha longer we wait the more content comes out I want!
Like double barrel pistols and heavy crossbows.
and especially Beast Guns, 'caus they're made of monsters! how cool is that stuff and very apt..
| Zephyr amir |
I'm ready to begin.
As commanded ;)
Let's hear what you will do with 30 hours.
You can buy anything, you can exchange anything.
Between them, Zephyr & Zathra can quite probably negotiate anything.
Let's hear it.
Goka is known for casinos, want some cash?
Let's hear it.
Clearly at least some of your colleagues/competitors are nearby.
Want to meet them?
Let's hear it.
and if there is anything "Dragon Empire(ish) that you want to experience, yep, you guessed it, LET'S HEAR IT.
Each of you is 11th+1/2 lvl at this point.
If the RP posts are good enough, we can get you to 12th ahead of the competition.
Make it good.
Like Diagon Alley good.
You will be on Danger Island in 30 hours, you should be very very ready.
| Ukagi, Ryushi |
I don't mind just creating a new thread to ease the burden on paizo folks.
| Archivist Malik Zell |
Either or as the Gm prefers. I actually don't know what control of these things entail. Other than being able to change headers or descriptions. I think they already put the request up so regardless I think it'll be proccessed eventually?
| Archivist Malik Zell |
Any good ideas for scrolls? Malik's going to get a few~ As he can cast any scroll. and he can try most other things with Trick Magic Item to various levels.
None are battle intended generally speaking. Since action economy for that is rough. They're mostly useful tools.
Currently only level 1 and 2. and he won't be buying (or trying to at least) for each of these. As I do not want to pay much gold. Many of these are options he'd have for his daily free level 1 and 2 scrolls. Mainly a useful backup.
He's been thinking about useful tools after meeting his allies, as well as feeling first hand the enviroment of the subcontinent.
Spells
Lv1 Create Water: maybe a few for emergency
Lv 1 Alarm: A few for utility purposes.
lv 1 Protector Tree: Who doesn't want an on demand medium sized tree!? also minor utility. (honestly a fav of mine)
lv 1 Sanctuary: One, maybe two. For emergency weird situation
lv1: Spirit Link. One Everyone loves having a life link once in a while.
Lv1 Lock. one. Never know
Lv1: Object reading. eh weird might be useful
Lv1: Pass without a trace
Lv1: Quick Sort
Lv1: mending-I'm not sure. Won't heal much and most fixing can wait a day for a free scroll.
Lv 2 Create Food: One for an absolute emergency
Lv2 Guiding Star, utility main issue it only works at night.
lv2 Gentle Repose: Never know for a corpse. Can Can cycle w/ daily free if need
Lv2 Knock: nice to help unlocking. Also isn't loud in this edition
Lv2 See Invisbilty: Doesn't last long but a scroll is nice.
Lv2 Sonata Spin. bit of a low level effect here. But nice 30ft instant bridge.
lv2 Status: Honestly it doesn't seem worth it till lv 4. (when Malik gets that high level of free scrolls it probably will be his daily scroll)
lv2 spiderclimb. Useful, short lived though.
Lv2 Tree Shape. I dunno just seems amusing,
Lv2 Water Breathing. Goot to have in the pocket.
lv2: Water Walk. Not terribly useful but maybe.
Anyone else happen to know lv 1 or 2 good utilty spells ? any tradition.
| Ukagi, Ryushi |
See Invisibility for sure.
Lazarus the Undying
|
It's a fine list, sir......I think that you may have only ignored Evocation school...hahaha!
Our Cleric may want to take Status(4th)? It will allow Ryushi to know what the Players know; as far as, well our Status...lol. It is the spell that allows for a bit of Meta!
Also, Spirit Link is really good one; once Heightened.
Sanctuary would be of value for Zell; if/when he only wants to Buff/heal.
| Archivist Malik Zell |
I avoided evocation becausue its really rough trying to draw and use a scroll in a fight! and level 1 or 2 aren't worth much as a combat opener~
Status is indeed a neat spell. I was hoping to have high enough free scroll before the island. status would be crazy useful on that sort of setting. Knowing direction and distance always.
Sanctuary is more a get out of jail card. someone goes down or in a bad spot. We end up rescuing a random child or something weird like that. i like it.
| Zephyr amir |
I need to read about all of thesespells: they sound amazing.
It looks like I will need to start a new thread for us: my instinct says Customer Service may be behind for a while (at least until the whole Union thing moves forward a little)
So we have our lunch coming up (sushi & sashimi & cooking lessons), and then there will be a night out with some competitors, and when we board the ship for Bonmu we will start our new thread.
Hope you are having a great weekend!
Lazarus the Undying
|
Casters? What's that? Nope; no casters here....
Lazarus the Undying
|
If you really want to see someone play an extremely capable Caster; take a peek at the Oracle in Brainiac's Table 2 running of this very AP.
Seriously really good played there.
| Ukagi, Ryushi |
I'm more than happy to take pointers on how to play casters lol.
Lazarus the Undying
|
Admittedly, I prefer Casters; although, I am looking forward to playing this version of Lazarus!
| Archivist Malik Zell |
I will always prefer Alchemists.
Which I' keep rebuilding! Most recent one? ACtually takes very few Alchemist feats. Beast Gun archetype.
That is the closest I've gotten to a caster. Since they "shoot" spells.
Want to get more and more range on the guy and eventually sniper style with him.
Though character wise they're basically the similiar sort of deal.
| Zephyr amir |
Team:
Final character retcons - TODAY
Sushi RP (lunch) - Lunchtime(ish) CST
Casino/Nightlife RP - Nighttime CST
BEGIN
Depart for Bonmu - SUNDAY (AM) CST
Suggestions: I am doing a retcon pass on Zeph before I give him to you, and I have to say, the PRD has a ton of new equipment in it from SoM, G&G, and the Grand Bazaar. Take a look. Anything Common/Uncommon is approved. Any economically reasonable level 10 item is approved also. Rares we can discuss 1-on-1
Reveal #1: stay at 35,000 feet for design and planning purposes. The island has a TP infrastructure to get back and forth to Goku for supply runs. You can only go where it teleports to, anything else is out of bounds, but you don't need to worry about procuring that last "eye of newt" prior to sailing. K?
| Archivist Malik Zell |
I'll take a peek but Malik is pretty good.
Honestly had G&G came out before I made him a thaumaturge I'd have kept him an alchemist with Beast Guns and Beast Gunner archetype. and scroll making archetype.
I love that scroll archetype that came out in magic.
I just had to deal with some police and some crazy stuff happening but I'll consider potential soft retcons. as well as keep checking here for some small RP bits. but its a weirdaday
| Ukagi, Ryushi |
I don't mind waiting for a rebuild if that's what you want Malik. I've heard the playtest classes need a lot of help. Hope all is well with you.
| Archivist Malik Zell |
Oh no. Its not any kind of rebuild that'd take time. I still have all the Toxicant version's stats.
The only difference is switching the Drow Shootist for Beast Gunner archetype. Otherwise? its just the same. same items, nearly the same skills.
Does lose scrolls, and talismans. but lv 11 alchemicai items. AND the new Alchemical Ammo is interesting sounding.
I do love teh playtest but Alch has a lot less rules adjustments. And a lot less mechanics that conflict with Post by Post nature. (Playtest has a lot of "I'll write 2 different outcomes depending on the GM's secret role" stuff)
I'm non descript and have choice paralysis.
Also today was insanity.
| Archivist Malik Zell |
See I basically already had it. Though I'd have to choose lv 1 and 2 spell for 1/day. Probably phantasm horse considering how often he travesl. and something random for level 1 spell. This version is a lot more rules clean and less of a pain for the GM as Recall Knowledge aren't inherently a main facet of the class to work.
Lots of player supply alchemy items too. It also shoots Alchemical Bullets, and uses the alchemically created beast gun (alchemy rod) to do a few spells. So he's still magicless. Does not do as much in battle debuff other than poisons.
Just clever.
No clue which version is more interesting.
(also I cannot seem to spoiler inside spoilers like normal)
Malik Zell. Alchemist, Pathfinder Agent, Beast Gunner lv 11
NMediumHumanHalf-ElfHumanoid
Languages: Common, Elven, Draconic, Tien, Thassilonion, Joutan
Str +2, Dex +4, Con +1, Int +5, Wis +2, Cha +2
Speed 40ft Climb Speed 10(or20)
Perception +17; Low-Light Vision (Darkvision Elixir=24hr)
HP:118/118, AC: 31 F+19 R+20 W+20, Perc+20, Class DC 30.
Fort successes =crit successes/ +1 Status vs poison. Poison Resist 5
Brooch of Shielding 30magic missile absorption
Screech Shooter. Uncommon. Kickback, Evocation, Magical Bulk2
+20 to hit, 2d10+ Sonic. Range 150ft. Reload 1
2action fear effect(see activation items)
Typically poisoned w/ a perpetual poison of injury type
Arsenic (Perpetual poison)
Spearfrog poison (Perpetual poison)
Graveroot (Perpetual poison)
Hunting Spider Venom (Perpetual poison)
Skills
Acrobatics +17 T
Arcana +18+1Item Bonus T
Athletics +15 T +1 Item Bonus +2 if long or high jump
Crafting +18 T
Deception +13 U
Diplomacy +13 U
Intimidation +13 U
Lore
THOROUGH REPORTS LORE +22M
TANNING LORE T +18
PATHFINDER LORE T +18
Medicine T LV5 E +17
Nature T +15
Occultism T +18 +1Item bonus
Performance +13 U
Religion T +15
Society T +18
Stealth T LV2 E lv7 M +21
survival T LV11E +17
Thievery T(Alch) +17
Abilities-See Spoilers for details
Survey Wildlife. 10mins, survival check (DC Gm based by signs of creatures). Recall Knowledge w/ -2 penalty to learn about creatures in the area
Use any skill untrained (but not trained actions) at Level
Forensic Acumen: Examine forensically in ½ the time. RK via Medicine. If success RK to followup on detail w/ +2 circ bonus. (type of weapon, poison used, what kind of monster, etc)
Can sneak at full speed using (burrow, climb, fly, swim if have the movement type)
Can sleep anywhere not wet or hazard. Only -2 Status penalty to auditory perception while sleeping (instead of -4)
Beast Gun Screech
Activate Two Actions Interact (emotion, enchantment, fear, magical, mental); Frequency once per hour; Effect The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 3 and fleeing for 1 round.
Lifting Belt: +1IB to Athletics. 2action lift 8bulk as if weightless, or Force It Open athletics. Ends at end of turn
Rope of Climbing: 50ft, 3klb weight. 1 action 1/hr. Rope animates for 1min at 10ft a round along surfaces. Interact to command it to stop, fasten, detach, knot, etc.
Knapsack of halflingkind. Bag of Holding 2, Pull cookware vanishes after use, reappear 1hr. Four tarts per day, 1 interact to heal 2d8+4 per tart
Travler’s Any Tool: Interact to transform into any tool or back.
Climber’s Kit
Thorough Reports: Previously ID’d Type of Creature gains a +2circ. Use Reports Lore for lower DC/higher bonus
TO ADD MORE?
[spoiler=Inventory]
Bulk: 8+2 encumbered. 13+2 max. . Lifting Belt +1 +2 dependent on Backpack
50bulk via Knapsack of Haflingkind.
Money on Hand. 66g 2s 0c
----------Container: Worn----------
1b +1 Resilient Studded Leather,
LLifting Belt,
LBoots of Bounding,
1bHealer's Tools,
2B Screecher
L 10 screecher shots
----------Container:Backpack 4bullk total.----------
LThieves' Tools , Thieves' Tools (Replacement Picks) x2,
LSpyglass ,
LKnapsack of Haflingkind
- 5 chalk.
LModerate Rope of Climbing
----------Container:Knapsack of Haflingkind---------- capacity 50b
1B Alchemist Tools
- Chalk (25)
1bAdventurer's Pack, the pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Backpack may hold 4bulk. If worn properly, 2bulk does not count vs limit. Accounted above as the +2
1bClimbing Kit, This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.Alchemist's Tools,
1bRepair Kit,
1bFishing Tackle,
1bTraveler's Any-Tool,
L Formula Book
l Basic Crafter's Book
200 Screecher Shots
Alchemical Familiar
Feat 1
Alchemist
Source Core Rulebook pg. 76 2.0
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see Familiars for more information).
Feat 2
Pathfinder Agent Dedication
Feat 4
Wayfinder Resonance Tinkerer (PRESTIDIGITATION)
Prerequisite(s) Guild Agent Dedication
You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. As normal, this cantrip is heightened to a spell level equal to half your level rounded up. Additionally, you can Activate your wayfinder with a (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Adventurer's Society. This transformation lasts for 1 hour.
Feat 6
Poison Resistance
Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Feat 8
Beast Gunner.
(Cantrips: Gouging Claw. Tanglefoot)
Prerequisites expert with at least one type of firearm, trained in Arcana or Crafting, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above)
You've bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.
The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma.
If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
You also gain Spellsling. 3 action
Requirements You're wielding your bonded beast gun; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the beast gun you're wielding. Make a Strike with that beast gun. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the purposes of determining your multiple attack penalty, but you don't apply the penalty until after you've completed resolving the attack and spell.
Special You can't select another dedication feat until you've gained two other feats from the beast gunner archetype.
Feat 10
Basic Beast Guner Spellcasting
Archetype
Prerequisites Beast Gunner Dedication
You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic. You gain the basic spellcasting benefits (Core Rulebook 219). Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you've learned or discovered
Lv2: Forensic Acumen
Prerequisites trained in Medicine
You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
Lv4: Thorough Reports
Prerequisite(s) Guild Agent Dedication
Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with Recall Knowledge. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success.
Lv6: Additional Lore (Malik’s Guide to creatures. Name pending)
Gain an extra Lore. at 3rd, 7th 15th it gains an extra skill increase.
Lv8 Unmistakable Lore
Prerequisites expert in Lore
You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
Lv10 Recognize Threat (Free Action) ONLY WORKS WITH CREATURE GUIDE LORE.
Requirements You have master proficiency in a skill to identify the triggering creature.
Trigger Your first turn of an encounter begins, and you can see a creature.
You quickly assess the threat so you can relay the information to your team. Attempt a Recall Knowledge check against the triggering creature.
Lv3: Fleet; speed increase 5
Lv7: Swift Sneak. Sneak at full speed
Lv1: Toughness. +11hp, 9+wounded for death checks.
Lv1: Nimble Elf +5 movement speed
Lv5: Unconventional weapon. Harmona Gun
Lv9: Tree Climber: Climb speed of 10 (maybe 20 if speed boost apply? research!)
Hunter Background: Survey Wildlife Feat 1 GeneralSkill Source Core Rulebook pg. 267 2.0 Prerequisites trained in Survival You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.
Craft Alchemy feat.
To be filled in. A few from items (listed in magic item section already just need to add here for easier access]
Beast Gun Given
Gouging Claw
Tanglefoot
Lv1
Lv2
Lv3 Cozy Cabin
Prestidigitation: Hat of the Magi
Guidance: Pendant of the Occult
Shield (Dusty Rose Prism Wayfinder). Increase spell from 5 to 10
Light (Wayfinder)
Poisons
Arsenic (Perpetual poison)
Spearfrog poison (Perpetual poison)
Graveroot (Perpetual poison)
Hunting Spider Venom (Perpetual poison)
Blue Dragonfly Poison lv3
Yellow Musk Vial lv3
Spider Root lv9
Shadow Essence lv10
Bullets
Aromatic Ammo lv2 https://2e.aonprd.com/Equipment.aspx?ID=1188
Glue Bullet lv4 https://2e.aonprd.com/Equipment.aspx?ID=1195
Eroding Bullet lv5 https://2e.aonprd.com/Equipment.aspx?ID=1192
Healing
Antidote lv10
antiplague lv10
Elixir of Life lv5 lv 9
Utility
Darkvision Elixir Lv8 24hrs
Comprehension Elixir lv2 https://2e.aonprd.com/Equipment.aspx?ID=88
Bloodhound Mask lv11 https://2e.aonprd.com/Equipment.aspx?ID=694
Sea touch elixir lv 5 https://2e.aonprd.com/Equipment.aspx?ID=99
Sunrod lv1
Smokestick lv1
Silversheen lv2
Black Powder (Keg) lv6
Black Powder (horn) lv2
Cold Iron Blanch(lesser)lv3
Eagle eye moderate https://2e.aonprd.com/Equipment.aspx?ID=90
Timeless Salts lv4 https://2e.aonprd.com/Equipment.aspx?ID=700
Mistform Elixir lv4 3roundss https://2e.aonprd.com/Equipment.aspx?ID=96
Mutagens All Lv1) and Lv 11
Quicksilver lv1 lv11
Cognitiive lv1
Drakeheart lv1 lv11
Juggernaut lv1 lv11
Serene lv1 lv11
Silvertongue lv1 lv11
Lazarus the Undying
|
You had me at Beast Gun Screech! I really like that we have that available for Debuffing. Frightened Condition is almost always useful; as it affects everything (AC, Attacks, DCs...)!
| Archivist Malik Zell |
Well I VERY much doubt much will fail that surprisngly low DC. Also its everything w/in 30. So it can hit allies too.
I do appreciate the game has put in some combat methods that allow for an Alchemist to ignore bombs more readily. I do like bombs but they're also very awkward. I love Screech Gun, Poison Wyvern Gun(Idk how much is immune to poison damage tho), and the Spike SHooter-but that one is reload 2. But wouold be fantastic for poisoning with a big strong poison enmass. 1/day sucks though.
Overwhelming items is pretty fun.
I'm fine with either version. Alchemist version is a lot simplier rules wise.
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Wish there was a way to have Int not Cha casting on it. But ahwell, Charisma is only 2 lower.
Tanglefoot, Gauging Claw are pretty fun to fluff with the Beastgun. Occasionally shooting them at long distance too.
Gun is not quiet though. I don't think silence gloves exist in 2e like in 1e. My alchemist loved the quiet gun.
| Archivist Malik Zell |
Aie aie Mon capitaine.
Does anyone know what happens if you have familiars in two sources? You cannot have 2 familiars by rules. But there is no notice about it. But there are multiple ways for all of that.
Think it just does nothing?
I dropped witch dedication as I couldn't figure out what it did. Might get familiar master archetype down the line to get more later though
| Zephyr amir |
I always understood it as you cannot have 2 of anything from the same tradition: so if you are a sorcerer or wizard, and both of your traditions are Arcane, you cannot have 2 familiars. However, if you are a witch, and a wizard, and you have a famiiar from your Patron and an Arcane Bond with an object for your Wizardry, that is fine, as would be a Wizard familiar, who is not derived from a Patron.
Kinda like 2 animal companions, 1 from druid and 1 from ranger would be fine.
Lazarus the Undying
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I made a few adjustments to Lazarus's Ability Scores and Skills; but, nothing that you may notice...lol.
Ready!
| Ukagi, Ryushi |
Ryushi is a country boy not good at shopping. He is ready!