Blackfire Adept

Melina Xinkala's page

251 posts. Organized Play character for Tangaroa.


Classes/Levels

Tiefling Alchemist 6 (hp 17/39) | F +8 R +10 W +5 | AC 19 (23) T 14 FF 15 CMD 16 | Perception +15 (Darkvision) | Bombs 11/14

About Melina Xinkala

[dice=range touch, pb]1d20+10[/dice]
[dice=fire, pb]3d6+10[/dice] plus DC 19 fortitude save or be nauseated for [dice]1d4+1[/dice] round after leaving cloud. Cloud lasts 1 rd and fills a 10' by 10' square. Splash 12 fire, reflex DC 19 halves
[dice=range touch, pb]1d20+10[/dice]
[dice=cold, pb]3d6+7[/dice] plus DC 19 fortitude save or be staggered on next turn; splash 9 cold, reflex DC 19 halves

Spell-Like Abilities (CL 6th, Concentration +4)
1/day-darkness

Alchemist Extracts Prepared (CL 6th)
2nd-lesser restoration (2), resist energy, see invisible, spider climb
1st-bomber's eye, comprehend language, cure light wounds, expeditious retreat, shield, open slot

7514-13

Melina
Female Tiefling mindchemist alchemist 6
N Medium outsider (native)
Init +3, Senses darkvision (60 ft.); Perception +15
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DEFENSE
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AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 39 (6d8+6)
Fort +8, Ref +10, Will +5; +4 vs. poisons
Resistances cold 5, electricity 5, fire 5
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OFFENSE
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Speed 30 ft.
Melee dagger +3 (1d4-1/19-20)
Ranged crossbow +6 (1d8/19-20)
Ranged dagger +6 (1d4/19-20)
Ranged bomb +9 touch (3d6+9 fire plus smoke or stink) or (3d6+6 cold plus staggered); 20' range increment
Special Attacks bombs (14/day, 3d6+9 fire plus smoke or stink or 3d6+6 cold plus staggered, DC 19, 12 splash)

Spell-Like Abilities (CL 6th, Concentration +4)
1/day-darkness

Alchemist Extracts Prepared (CL 6th)
2nd-lesser restoration (2), resist energy, see invisible, spider climb
1st-bomber's eye, comprehend language, cure light wounds, expeditious retreat, shield, open slot
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STATISTICS
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Str 8, Dex 16, Con 12, Int 21 (23), Wis 12, Cha 6
Base Atk +4; CMB +3; CMD 17
Feats armor proficiency (light), extra bombs, extra discovery, point-blank shot, precise shot, throw anything, weapon proficiency (simple)
Skills
Bluff (feint or pass secret message) +1 (3 skill -2 Cha)
Bluff (convince others of the truth of a lie) +13 (3 skill +6 Int +4 racial)
Craft (alchemy) +17 (6 rank +6 Int +3 trained +2 circumstance) (+6 to craft items)
Diplomacy (gather information) +2 (4 skill -2 Cha)
Diplomacy (persuade others or change attitude) +10 (4 skill +6 Int)
Disable Device +13 (5 rank +3 Dex +3 trained +2 circumstance)
Heal +7 (1 rank + 1 Wis +3 trained +2 circumstance)
Knowledge (arcana) +18 (3 rank +6 Int +3 trained +6 perfect recall)
Knowledge (dungeoneering) +15 (3 rank +6 Int +6 perfect recall)
Knowledge (engineering) +13 (1 rank +6 Int +6 perfect recall)
Knowledge (geography) +15 (3 rank +6 Int +6 perfect recall)
Knowledge (history) +18 (6 rank +6 Int +6 perfect recall)
Knowledge (local) +15 (3 rank +6 Int +6 perfect recall); +2 for humanoids of darklands
Knowledge (nature) +17 (2 rank +6 Int +3 trained +6 perfect recall)
Knowledge (nobility) +13 (1 rank +6 Int +6 perfect recall)
Knowledge (planes) +16 (4 rank +6 Int +6 perfect recall)
Knowledge (religion) +15 (3 rank +6 Int +6 perfect recall)
Perception +15 (6 rank +1 Wis +3 trained +5 competence)
Linguistics +9 (3 rank +6 Int)
Sense Motive +1 (1 Wis); +2 vs. humanoids of darklands
Spellcraft +11 (2 rank +6 Int +3 trained)
Survival +5 (1 rank +1 Wis +3 trained)

ACP
Traits firebug, student of philosophy
Languages Aklo, Abyssal, Draconic, Dwarven, Giant, Hallit, Infernal, Kelish, Osiriani, Taldane
SQ alchemy, beguiling liar, cognatogen (+4 mental/-2 physical, +2 natural, 50 min), favored class (extra bomb damage +1/2) (6), discoveries (frost bombs, precise bombs, smoke bomb, stink bomb), perfect recall, poison resistance +4, prehensile tail, swift alchemy, swift poisoning

Melina's Formulary:

Alchemist Spells
1st -bomber's eye, comprehend languages, cure light wounds, expeditious retreat, jump, keen senses, monkey fish negate aroma, shield, touch of the sea
2nd - alchemical allocation, lesser restoration, resist energy, see invisible, spider climb

Boons
Favor of the Yagvena Family +2 diplomacy in Irrisen
Grippli's Favor +2 on charisma checks to influence gripplis, used in conjunction with other boons.
Back to the Grave +1 insight vs. undead for 5 rounds, plus 1 for every time you hit (max +3) [ ]
History of the Sands take 20 on history or religions as standard; +5 if regarding Osirion [ ]
Darklands Study +2 sense motive and knowledge checks for darklands humanoids
Sky Key Component (Sargava)
Stinkeye's Friend +4 vs. a gaze attack [ ]
Vanei's Friend 1/scenario, reroll failed bluff, diplomacy, or knowledge check related to Aspis consortium; if reroll fails, cross-off
Warm Friend in a Cold Land +2 diplomacy in Irrisen
Skillful Barterer trade up to 300 gp of non-magical gear for other non-magical gear. [ ]
New Recruit cast spiritualist spells: Spell Level 1/3 character, Caster Level: Level - 3, Wisdom 17 [x]
Mercy's Blessing reroll vs. poison or disease [ ]
Nira's Gratitude one time 6+character level to Knowledge, Perception or Sense Motive [ ]
Disrepute/Infamy 5/10
Avast Ye 1 disrepute for +1 diplomacy with aquatic creature
Drunk's fortitude +2 vs. sickness or nausea [ ]
To the Sea's, Ya Landlubber! trade 3 disrepute to get touch of the sea, up to 6 other targets at 3 disrepute per.

Combat Gear
Other Gear underwater light crossbow, light crossbow with 19 bolts, 20 cold iron bolts, 20 silver bolts, master mwk. thieves' tools, belt pouch, dagger, backpack, bedroll, flint and steel, ink, inkpen, mess kit, iron pot, rope (50 ft.), soap, waterskin, 5 days trail rations, torch (10), healer's kit

Alchemical
Acid (6)
Air Crystals (3) 1 min of air
Alchemist Fire (5)
Alchemist Grease (6) +5 CMD or escape
Alchemical Solvent (3)
Alkali Flask (6) 1d6 plus splash, or double vs oozes.
Alkali Salt (3) protect vs. 1d3 contacts with black puddings and grey oozes.
Antiemetic Snuff (3) two saves vs. nausea 1 hr.
Antiplauge (3)
Antitoxin (6)
Blood Boiling Pills (3) +2 initiative and saves vs cold, bleed does 1.5 damage, 8 hours
Bottled Lightning (2) 1d8 lightning, plus 1 sonic in line (15 reflex negates)
Flash Powder(3) 10' radius, fort 13 or blind for 1 round.
Liquid Ice (9)
Smog Pellet (3)
Stillgut (6) +5 vs. nausea 1 hr, or reroll as move action no +5
Tanglefoot (6)

Alchemy Crafting Kit
Alchemist Lab
Hybridization Funnel mix two alchemical items on a DC 25 alchemy check, lasts 24 hours
Formula Alembic learn alchemical formulas from potions, 1 hour

Handy Haversack

Armor +1 mithral shirt
Belt
Body
Chest
Eyes eyes of the eagle
Feet
Hands
Head
Neck
Headband headband of vast intellect +2 (knowledge[history])
Ring (right) ring of protection +1
Shoulders cloak of resistance +2
Wrists

Oils
Magic Weapon [ ][ ]
Bless Weapon [ ][ ]

Scrolls
scrolls of bull's strength [ ]

Wands
Wand of cure light wounds [x][x][x][x][x] [x][x][x][x][x] [x][x][x][x][x] [x][x][x][x][x] [x][x][x][x][x] [x][x][x][x][x] [x][x][x][x][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
Wand of identify [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
Wand of lesser restoration [ ][ ][ ][ ][ ] [ ]

Special Abilities:

Alchemy (Su) Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1 of the APG. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. 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 (but see the “infusion” discovery). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su) In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Smoke Bomb When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
Stink Bomb* The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round. An alchemist must possess the smoke bomb discovery before selecting this discovery.

Cognatogen (Su) The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

It takes 1 hour to brew a dose of cognatogen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of cognatogen at a time—if he brews a second dose, any existing cognatogen becomes inert. As with an extract or bomb, a cognatogen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

A non-alchemist who drinks a cognatogen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a cognatogen, but an alchemist can gain the effects of another alchemist’s cognatogen if he drinks it. (Although if the other alchemist creates a different cognatogen, the effects of the “stolen” cognatogen immediately cease.) The effects of a cognatogen do not stack. Whenever an alchemist drinks a cognatogen, the effects of any previous cognatogen immediately end.
Firebug +1 trait and thrown splash weapons
Outsider Traits (Ex) An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Native outsider breathe, eat, and sleep.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Student of Philosophy You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
Swift Alchemy (Ex) At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Adventure Log:

#1
Scenario Intro 1: In Service to Lore
Gold Earned 417
Day Job 20
XP 1
Prestige/Fame 0/2
Access
Purchases 136 Wand of CLW (2 PA), light crossbow, chain shirt, bolts (10)
Misc. Expenses
Sold
Wealth 331
Play Notes
Journal Entry

#2
Scenario 6-1: Trial by Machine
Gold Earned 511
Day Job
XP 2
Prestige/Fame 2/4
Access
Purchases
Misc. Expenses
Sold
Wealth
Play Notes 842
Journal Entry

#3
Scenario 0-4: The Frozen Fingers of Midnight
Gold Earned 467
Day Job 5
XP 3
Prestige/Fame 4/6
Access
Purchases
Misc. Expenses
Sold
Wealth 1314
Play Notes Favor of the Yagvena Family +2 diplomacy in Irrisen
Journal Entry

#4
Scenario 6-05: Slave Ships of Absalom
Gold Earned 514
Day Job 0
XP 4
Prestige/Fame 6/8
Access
Purchases Mithral Shirt 1100 Acid (3) 30, Alchemist Fire (2) 40, Alkali Flask (3) 45, Antiplauge 50 Antitoxin 50 Healer's Kit 50 Liquid Ice 40 Tanglefoot bag (2) 100
Misc. Expenses
Sold Chain Shirt 50
Wealth 373
Play Notes GM Credit
Journal Entry

#5
Scenario Risen from the Sands
Gold Earned 1237
Day Job 50
XP 5
Prestige/Fame 6/10
Access silver sphinx figurine of wondrous power (10,000 gp)
Purchases 5 scrolls of bull's strength (2 PA)
Misc. Expenses
Sold
Wealth 1660
Play Notes Back to the Grave, History of the Sands
Journal Entry

#6
Scenario 6-14: Scions of the Sky Key, Part II: Kaava Quarry
Gold Earned 508
Day Job 20
XP 6
Prestige/Fame 8/12
Access
Purchases Liquid Ice 40, Tanglefoot Bag 50
Misc. Expenses
Sold
Wealth 2098
Play Notes Grippli's favor

#7
Scenario 6-15: Overflow Archives
Gold Earned 1177
Day Job 75
XP 7
Prestige/Fame 10/14
Access wand of identify (25 charges; limit 1)
Purchases Wand of Identify 281, Underwater Light Xbow 70 Silver blanch 5, bolts (2) 2, cold iron bolts (1) 2: 360
Misc. Expenses
Sold
Wealth 2990
Play Notes Darklands study, Upstanding Archivist (Used)

#8
Scenario 6-12: Scions of the Sky Key, Part I: On Sharrowsmith's Trail
Gold Earned 1194
Day Job 25
XP 8
Prestige/Fame 12/16
Access
Purchases cloak of resistance +1 (1000), alchemist lab (200), tanglefoot bag 3 (crafted, 50)
Misc. Expenses
Sold
Wealth 2909
Play Notes

#9
Scenario 6-16: Scions of the Sky Key, Part III: The Golden Guardian (GM credit)
Gold Earned 1209
Day Job 0
XP 9
Prestige/Fame 14/18
Access basilisk extract (600, use to reverse basilisk stoning), blade of the open road (2515 or 19715), wand of clw (12 charges, 180, limit 1), wand of bear's endurance (16 charges, 1440, limit 1)
Purchases scribe lesser restoration (40), Hybridization Funnel (200), acid flask (3) (10), alchemist fire (3) (20), antiplague (3) 50, antitoxin (3) 50, bottled lightning (3) 40, flash powder (3) 50, smog pellet (3) 40, blood boiling pills (3) 75, vermin repellant (3) (5), alchemical solvent (3) (20), alkali salt (3) (30), formula alembic (200), handy haversack (2000): 2830
Misc. Expenses
Sold
Wealth 1288
Play Notes Sky Key Component (Sargava), Stinkeye's Friend, Vanei's Friend
Journal Entry

#10
Scenario 6-18 From Under Ice
Gold Earned 1886
Day Job 100
XP 10
Prestige/Fame 16/20
Access wand of see invisibility, 13 charges 1170 gp, limit 1
Purchases
Misc. Expenses
Sold
Wealth 3274
Play Notes Warm Friend in a Cold Land
Journal Entry

#11
Scenario 6-22 Out of Anarchy
Gold Earned 1900
Day Job 50
XP 11
Prestige/Fame 18/22
Access
Purchases
Misc. Expenses
Sold
Wealth 5224
Play Notes Skillful Barterer
Journal Entry

#12
Scenario 7-05 School of Spirits
Gold Earned 1900
Day Job 20
XP 12
Prestige/Fame 20/24
Access wand of lesser restoration (6 charges, 540 gp, limit 1)
Purchases headband of vast intellect +2 (knowledge[history]) 4000
Misc. Expenses
Sold
Wealth 3144
Play Notes New Recruit
Journal Entry

#13
Scenario 7-12 The Twisted Circle
Gold Earned 1840
Day Job 75
XP 13
Prestige/Fame 22/26
Access +4 fey-bane ammunition (1006, limit 2), potion of greater desperate escape (cure moderate plus invisibility, 750 gp, limit 1), potion of resilience (bears endurace plus barkskin, 750, limit 1)
Purchases
Misc. Expenses
Sold
Wealth 5059
Play Notes Mercy's Blessing, Nira's Gratitude
Journal Entry

#14
Scenario Plunder and Peril - Rum Punch
Gold Earned 2400
Day Job 20
XP 14.5
Prestige/Fame 22/28 (2 spent on greater dispel)
Access seaweed leshy bulb (waterbreathing 10 min, 50 gp, limit 1)
Purchases 10 bolts 1,10 cold iron bolts 2, 10 silver bolts 21, 2 oils magic weapon 100, 2 oils bless weapon 100, Wand lesser restore 6 chgs. 540, ring of protection +1 (2000), +1 to armor (1000), cloak +1 -> +2 (3000), Scribe: monkeyfish 15, alchemical allocation 60, crafting: Air Crystals (3) 50, Alchemist Grease (6) 10, Alkali Flask (3) 15, Antiemetic Snuff (3) 50, Antitoxin (3) 50, Liquid Ice (9) 120, Stillgut (6) 100, Tanglefoot bag (3) 50
crafting
Misc. Expenses
Sold
Wealth 195
Play Notes Disrepute/Infamy 5/5, Avast Ye (1 disrepute for +1 diplomacy with aquatic creature), Drunk's fortitude
Journal Entry

#15
Scenario Plunder and Peril - Dangerous Waters
Gold Earned 6756
Day Job 75
XP 17.5
Prestige/Fame 26/32
Access Lesser horn of the tritons (6600)
Purchases eyes of the eagle (2500)
Misc. Expenses
Sold
Wealth 4526
Play Notes Disrepute/Infamy 5/10, To the Sea's, Ya Landlubber!
Journal Entry Scooted around the shackles on a pirate vessel following pieces of a horn that serves as key to a lost fortune.

Cool Things
Alchemist's Atlatl - double alchemical item range
Boro bead - as per pearls of power
Preserving Flask - store extra extract
Alchemical allocation (spell) - reuse potions