Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
The rules changed and even for PF1 the minimum is 2 players. That said, it isn’t much fun. I have only one character in tier that doesn’t have credit. I could play with Captain Chlorophyll, my leshy alchemist / brawler but he is now level 4. I would need to update the profile. You probably want someone lower level for this given the rest of the group.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
There are also the 3-7 replayable scenarios. As for Dragon’s Demand, it did seem to me they left quite a bit of the content out in Event mode for PFS. I was looking to run it at my location, but didn’t like some of how they chopped it for PFS mode. Nothing in the document or Roleplaying Guild Guide says you need to wait to apply chronicles all at once. Guide, v10, pg. 12 wrote:
I interpreted that as you run the game. As you progress after completing each section that gives a chronicle, you distribute chronicles. At the end you distribute the special chronicle to those who applied all three chronicles to the same character. The chronicles are applied as if playing a pre-gen, so some may have to wait to be applied. The easy way to do it for a set of PFS characters is you ‘clone’ the characters at the point you start and play through with the normal leveling rules on the clone. The official character doesn’t change until it receives a chronicle, at which point it gains the XP and gold from that chronicle. The characters in campaign mode can be a different level than the PFS characters they are applied to. The characters the journals are applied to must follow the normal rules for character generation and advancement.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
I think you are allowed to apply Campaign Mode chronicles as they finish rather than having to wait for the whole series to complete. I am less sure of if you can play things in between sections of it.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Sorry, it looks like I missed something in my record keeping. I played Shrine of the Sacred Tempest on this character just before I started this game. Since it is applied to this character, even a replay will not work. My character is now level 3. Guess I get to go through all my records, see if there is anything else I missed.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Before leaving Mercy, Captain Chlorophyll tells the Sheriff of the Verdant Spark and explains that he thinks it is what protects their town. He leaves it to the sheriff’s discretion as to how to best protect it but suggests it might be best to limit how many know of it. — In Venture-Captain Roderus’s office Captain Chlorophyll helps Nira up on the desk. Then they explain “We found something quite spectacular and unexpected in Mercy. Evidently some Ghorans created a magical seed that is growing near Mercy. It calls itself a Verdant Spark and protects the area. I suspect it is what protected the town from the Mana Storm.” “I intend to contact the Cycle of Five about this since I expect the Concordance would like to investigate further.” Gesturing to Nira, they explain “Nira seems to have a remaining splinter of Amenira’s soul. We aren’t quite sure how that happened, but we hope the society can help her. Amenira was slain by the cloaker we found and slew.” Nodding towards Boom Sticks, they add “The Crazy Space Ghost was some sort of cloaker.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Kn: Local for Missing Mentor: 1d20 + 4 ⇒ (1) + 4 = 5 Well, that simplifies things greatly. Captain Chlorophyll tries to ask around in Alkenstar about the gnome that grew him. Unfortunately the smoke is too much for the little leshy and they don't find any information on their small druid friend. Missing Mentor: The inspiring individual who helped to train you earlier in your career has vanished, and you suspect that there may be more to his or her disappearance than a desire for privacy. Once per scenario, while in a settlement of at least 1000 individuals, you may make a DC 15 Knowledge (Local) or Diplomacy check to gather information about your mentor's whereabouts. If you succeed, your GM must record the settlement's name, the country, and the GM's Pathfinder Society Number below.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
“Yes, the people of The Concordance would very much like to talk with you. They like plants and would be especially interested in you because of the way you protect the area.” If I can get it off Aid Another to Tacca, that is what I will do. If I have to do it on my own, switch it to Kn: Local at +4
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
A seedling of the Ghorans? “Can you tell if there are still seeds that the strange beast left active? We came here and slew it because it was a threat to the area.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Knowledge (nature): 1d20 + 5 ⇒ (18) + 5 = 23 “Did Ghorus plant you?” Captain Chlorophyll asks with hope in their voice. “What sort of new hope?” Turning to the others, they explain “Ghorus planted what we now call Ghorans, who were able to survive in these wastes!”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Untrained Heal: 1d20 + 2 ⇒ (14) + 2 = 16 Captain Chlorophyll looks at the remains. Picking at some moss on the body, they says “Her body has been here for about two months, that is how long it would take this to grow.” Pointing out some large bite marks, they add “Alone, she was no match for the monster.” Looking to Nira, they add “Fortunately a portion of her remains with us.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Sounds like a fun idea, although the Flame Dancer bard might also be appropriate. The big question is how much to dip. For either of those, two levels gets you versatile performance.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
looking to Bad Seed, Captain Chlorophyll says “It seems sentient, shouldn’t we be asking Nira what they want to do?” Looking to Nira, he continues “Is there something you want to do? It seems you are a splinter of Amenira. If you want to know more about that, there are a lot of people in the Pathfinder Society that might be able to help you figure out more of what happened.” Looking to the group, they say “We do have more cave to explore. One crazy flying monster doesn’t explain how trees are growing down here.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Smiling widely, Captain Chlorophyll cheers “Great job, everyone!” Looking down at the corpse, they add “That threat is over, but this place should still be explored.” Looking towards Boom Sticks, they ask “Were there any other threats mentioned by the vines?”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Should probably make a Fly check for ascending at greater than 45 degrees. Without flying straight up, it was surrounded so I think people with normal reach would get an AoO. Just so people don’t get too excited, if it is a good flyer it will most likely make the check. Captain Chlorophyll runs in pursuit and throws a seedpod at it! “Hear my noise!” Hail Mary throw of Seed Pod, Ranged Touch, 20’ range increment: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll decides it is disoriented, good time to move into flanking position! Provokes an AoO He moves so as to flank with Tacca, and then tries to smash its tail. “Does it hurt when I do this?”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll runs towards the wall, then makes a 90 degree turn and runs up to the cloaker. They give their normal shout of “Root to the head!” as they strike at it. IUS: 1d20 + 4 ⇒ (5) + 4 = 9
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll stops to think a moment, “Tell them we will take care of it after we have taken care of the flying cloaker. Please ask if The Warmth is friendly, it sounds like it.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll whispers “Let me know if the vines tell you anything important.” They then head towards the center of this chamber, so they can see more of the surroundings. If they don’t see any signs of hostiles, they will then approach the wall of vines.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll moves ahead with Tacca, looking for signs of the flying monster. Aid Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Kn: Nature: 1d20 + 5 ⇒ (18) + 5 = 23 Looking at the trees, they note “Strange, these trees shouldn’t be able to survive down here...” They then explain what they know about the plants. Feel free to read the spoiler.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll looks over the equipment that the sheriff offers, but doesn't express interest in any of it. --- At the crevice, they offer "I'm a pretty good climber and can go first if people want...or not." as they see Bad Seed start their climb down. "If anyone needs help, I would be happy to...Bad Seed, are you alright? Sounded like you fell." As they are saying this, they look down into the hole. They extend their tendrils into the rock and climb down to check on Bad Seed. Climbing Vine, climb speed 10': 10 + 8 = 18
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll gives a quick nod of acknowledgement to the sheriff, then makes sure everyone is alright before returning to the guest house.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll rushes over to Poison Oakley's side and uses their wand to help heal them. CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
“Get out of there!” Captain Chlorophyll yells at Poison Oakley while he gets out a flask of acid. Once they are safely clear of the bats, he throws the flask directly into the largest concentration of bats in the swarm. Acid Flask: 1d20 + 4 ⇒ (20) + 4 = 24
Move to get flask out, readied action to throw it once area is clear.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Knowledge (dungeoneering): 1d20 + 4 ⇒ (3) + 4 = 7
Captain Chlorophyll rushes towards the bats and throws his Alchemist Fire at them.
The archetype I took traded away Throw Anything so I assume I do not get to add to splash damage.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
No Spellcraft
The Captain adjusts the straps on his shield, grabs an Alchemist Fire from his belt and shouts “I will go help the citizens! ” as he moves towards the bat swarm.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
“Yum! Some honey and yogurt in with the oatmeal.” —— Captain Chlorophyll is quickly bored by the discussion. “Action gets results! We should go out there and find this flying cloak thing!” When they hear the scream, they decide that is enough. They rush out the door and look for where the scream came from! Sorry, my Leshy isn’t much for planning. Hit things good is more their style.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll takes a moment to examine the salve they were given. Profession Herbalist: 1d20 + 6 ⇒ (13) + 6 = 19 When discussion moves to tonight’s plans, he says “A dangerous creature prowls at night. I think it is clear we should go out and try to stop it!”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Smiling at Roboria, Captain Chlorophyll says “Thank you for introducing us to Bessie.” Then looking to the mother, they say “Sorry, you are correct. We best be going,” They then leave the house, waiting outside for the others to join. “We best get back before curfew.” I am good with whatever the group decides. Waiting until dark in the guest house seems like a fine plan.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Smiling, Captain Chlorophyll starts toward the entrance. “Zuri is the one who told us where to find this house.” Looking towards the window, they add “We would love to meet your dolls!” They do not enter the house yet. Instead they wait expectantly for Efua to open their house to the group,
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
“Sorry about that. Zurich, this is Nira.” Captain Chlorophyll gestures to indicate they are talking about the doll. “We are still not clear on exactly what happened, but she is the one who told us about the cloaker.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
“We should probably take that a little slower.” Captain Chlorophyll says to Boom Sticks. Turning to the sheriff, they say “I think we told you something about the weird cave we found out in the wastes.” Captain Chlorophyll then makes sure they hadn’t left things out. They mention the tiny footprints, watching Nira for a reaction. They also check with the others to make sure details weren’t missed. Having finished with the cave, they then tell of finding Nira under the bed and what Nira said about the Mad Shadow. “It really sounds like there is some sort of threat that comes out at night, likely well past the curfew. I have no idea what it is, but Nira doesn’t like it. I think we are lacking in evidence, but have enough that further investigation is warranted.” “We don’t know the answers yet, but this seems like the best lead we have.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Smiling, Captain Chlorophyll mentions “This is a discussion we may not want to have in the middle of the street.” Having said that, Captain Chlorophyll tastes a drop of the well water.
“Sorry, I can’t really tell.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Laughing, they admit “That was our reaction at first.” With a shrug, they add “It did give me perspective on the reaction some people have given me,” Looking up to Nina, they tell the doll “You can jump in here any time now. This fellow might be able to help,”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
At the sherif’s quizzical mention of a space ghost, Captain Chlorophyll points to Nina on Tacca’s shoulder and explains “They called it Mad Shadow or Chaos Beyond the Stars.” With a shrug, they add “It didn’t make sense to us, but we were hoping you might have an idea.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
I’m not weird. It is the mammals that are weird! On the other hand, having that conversation with yet another mammal isn’t likely to help us figure out what is going on. “Honestly, I find it generally isn’t worth a lot of time worrying about what some stranger thinks of me. I am what I am, and I’m comfortable with that.”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll is surprised by the doll’s insistence on vengeance. “Mad Shadow?” Confused, they look to the others. “Do any of you know what Nira speaks of?”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
A broken doll? Why would they hide a... Captain Chlorophyll twitches slightly in surprise when the doll moves. With concern in their voice, they ask the doll “Are you hurt? It looks like your neck is injured.” They backout a little, so those more able to help can see the doll.
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll pauses a moment, then goes over and sticks their own head under the bed to look. Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Perception: 1d20 + 2 ⇒ (11) + 2 = 13 As you are discussing next steps, Captain Chlorophyll pokes around the house. He doesn’t seem especially skilled at finding things, looking in obvious places. When Boom Sticks suggests what order to do things, they say “Great, let’s do that!”
Poly Vine Leshy Brawler 1 / Alchemist 1 | HP 22 | AC 18 tch 13 ff 16 | Fort +5 Ref +6 Will +2; +2 vs Fear | 10/10 Sling Stones | 49/50 CLW stick | GM reroll used | Init +2 | Perception +2 | Conditions:
Captain Chlorophyll carefully dips a tendril in the oil, then rubs at it a little. Profession: Herbalist: 1d20 + 6 ⇒ (6) + 6 = 12 Then they frown and say “Sorry, I don’t recognize it.” Herbalist (Alchemist Archetype): Herbalism (Su): An herbalist's studies allow him a unique method of creating alchemical discoveries. He can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and he gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs (see page 152). An herbalist uses his Wisdom score instead of his Intelligence score for all alchemist class abilities. This alters alchemy and the alchemist's key ability score.
|