Filge

Ancalagon_TB's page

7 posts. No reviews. No lists. No wishlists.


RSS


Because the PC's save is a defence, this is no more a "killer" than the spell silence.


Doc_Outlands wrote:

Right, so if I follow the rules from AP#43 (located here), I take a ship (a galley, just for the argument) (oh, and add the ram and castles). The table under animate object says a ship is Colossal, having 13d10+80 HP. So it has 13 HD, meaning the caster's minimum level is 13 and he has to have Craft Construct. To determine reagents cost, I add HD and CP = 13 + 6 = 19 and multiply by 1,000 - total reagents cost 19,000. Add the 30,000 for the galley and the 8,000 for the ram and castles, and I'm looking at 57,000gp to buy a ship that can move itself across the seas at a base speed of 30'?

Based on the numbers crunched for a Colossal object here, the ship would have a Strength of 46, giving it encumbrance levels of: Light= 117,504#; Medium= 235,392#; and Heavy= 353,280#. (using the quadruped multiplier) That lets the galley carry 176 tons - slightly higher than the "150 tons of cargo" in the equipment list. Considering it moves itself and doesn't require as many crew, that makes sense. (but this is a *very* grainy system - *all* Colossal objects can carry the same amount...)

What worries me is that the actual cost of the reagents only half the cost of the basic ship hull. And then I have 6CP to spend on faster movement rates and such... (or the ability to Fly at 30'/clumsy)

(basically, I'm asking "Do I understand this right?")

I'll just note that unless you spend something on movement, 30 feet a round for a ship is rather slow.


This is a serious issue because cost and time of crafting isn't necessarily related.

Say I'm a young dwarven wizard (with some knowledge in metalurgy) and I want a paperweight to hold down my scrolls in the field while I consult them, and a rock just won't do. So I craft a plain cube of lead, 1 inch to the side. I'm not sure what the value of that is, but let's just say it's a few sp, so it takes a few days at most. Seems reasonable (ish).

Now a few years later, I'm a wealthy dwarven wizard and a cube of lead just won't do, it has to be gold. That 1 inch cube of gold weight about 300 g and is worth about 32 gp, ie about a 100 times more than the lead cube. Now I know gold is harder to melt than lead etc, but a 100 times longer?!? Really?!? As long as a crossbow (a far more intricate device than a cube)? Twice the amount it takes to forge a sword?!?

This doesn't work.

A very high skill character can speed things up considerably by adding to the DC of the check (ie trying to work fast). If you take your example and raise the craft DC from 20 to 40, your time would decrease by half... but that still doesn't make the gold cube story make sense.


So an alchemist can cast certain spells a lot faster than a wizard... but can't "share" his magic as effectively. This is a bit of a shame, because spells like haste, wind walk and shadwowalk are great "party" spells. Ah well.


So

I know an alchemist will prepare a spell by brewing an extract, and he "casts" it by drinking it, or by giving it to an ally IF he has infusion. This is quite straightforward in most cases, but there are a few situations where it's not so clear...

1: Casting time. A few extracts on the list have longer casting times. Contact other plane takes 10 minutes. What's going on here for an alchemist? Is this particular extract keg-size and he's chugging for 10 minutes?

2: Multi targeted spells. IF (and only if) the alchemist has infusion and he uses a spell with multiple targets like haste, can he affect his allies? What if the spell is one that affects you and creatures touched (like say shadow-walk) (and again the alchemist has infusion).

that's it for the moment

thanks!

Ancalagon


thepuregamer wrote:
well I was thinking of doing a mounted eidolon character. So my eidolon would have mounted combat feats and ride me around... I was just wondering if this cost me the ability to cast verbal component spells ;)

Bravo Sir (or madam), bravo!


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Hello

I'm new to pathfinder and I've been reading the SDR with great interest and thinking of trying to convince my group to switch (great job Paizo!).

I was very impressed with the alchemist, because I've always wanted to play one and this seems like the best class for it yet. But I do have a question. I've did a bit of reading on the forum and it doesn't quite answer what happens in a specific scenario of extract use by an alchemist.

Let's say that Joe the Alchemist is with his friend Bob the Heavy Footed Rogue. Bob is going to scout ahead, and Joe knows that Bob will get in trouble.

Scenario 1: Joe drinks an extract to help defend himself (say, cat's grace). This is very straightforward, no questions here.

Scenario 2: Joe tells Bob "hey, bring this extract with you. If you get in trouble, just drink it". Again, the rules are very clear, Joe can only do this if he has the Infusion discovery.

Scenario 3: Bob comes back, peppered with arrows and colapses at Joe's feet. Joe kneels down and pours an extract of cure light wound in Bob's mouth.

This is where I am perplexed. The SDR says "An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use" The infusion stays with Joe the whole time. Joe is using it, not Bob (Bob is merely the recipient of the effect, say way if Joe was a cleric, he would be casting the spell, not Bob). So... does Bob in the third scenario need infusion to do this?

Thanks!

Ancalagon