Yimni

Numalar Auritonius's page

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Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
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Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Guys: I've been having internet connectivity issues the last few days. My connection has been going out for long periods. I'm hoping that the problem is over but I can't say for sure.

I'm going to try and get caught up but since my window for posting may be limited I will handle threads that require short posts first.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
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Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Lord Hotspur Selline wrote:
Hotspur considers Numalar's words for a moment and then says, "... That Igor fellow had a unfavorable look to him,... "

"I think it is pronounced EYE-gor, actually. But really? You suspect him?"

While Numalar tries to draw out the conversation, he studies Hotspur carefully.

perception: 1d20 + 9 ⇒ (11) + 9 = 20
sense motive: 1d20 + 2 ⇒ (4) + 2 = 6
Will Save (to see through illusions): 1d20 + 6 ⇒ (14) + 6 = 20

He turns aside and looks back down into the courtyard. "Everyone all right?"

While facing away, he murmurs a few words, then when he turns back to face Hotspur, his eyes have turned a golden color.

Casting detect magic while facing the courtyard, then turning to face Hotspur again after casting. I want to try to conceal the fact that I am casting a spell and will use bluff to do so if that is feasible.

bluff (to conceal spellcasting): 1d20 + 15 ⇒ (12) + 15 = 27
spellcraft (identify auras): 1d20 + 10 ⇒ (11) + 10 = 21

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
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Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Illthir Winlowe wrote:
On the topic though I looked over what we do know about this whole mess. Maybe this is another piece?

In a similar vein, there's also a spoiler for Alia here. No idea what that is about.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
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Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Well, it sounds like we agree, but we don't have a simple way of figuring out who he is, if he is not what he seems. All I have is detect magic and some skill checks. +2 Sense Motive, +9 Perception. +6 Will if I can "interact" with an illusion.

If he turns out that the guy is not Hotspur that might invalidate the contract in the eyes of the dwarves.

Either way, for sure we don't want to fight them if we don't have to.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
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Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Alia of the Blade wrote:

You make both of that sound negative.

In my book, both are factors that should have helped convince him :)
Gunboat Diplomacy is a thing, is it not?

Yes, but in Pathfinder we call it Intimidate. :)

I certainly would have given you a circumstance bonus there were I the GM. But you never bothered to roll, which may be why he never even responded. Of course, had he agreed, would the dwarves have actually honored a transfer of their contract at the point of a blade? Since they had an obligation to protect Lord Hotspur from such a thing? I probably wouldn't in their shoes.

That was a pretty good Diplomacy check I made... not amazing, but good. And I offered reasonable ideas as to why it was in his own interest to give up the contract, including offering to pay him for the money he already had spent. So he saves face and keeps his money.

I do think something is up because not long ago he was desperate to get away. I don't know what has changed, but something must have.

I suspect the elemental was summoned via an elemental gem. Pretty expensive way of calling for help. Maybe there was more to it than just calling for the Lord-Mayor?

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
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Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Numalar Auritonius wrote:
"You know... there's a very simple solution to your current problem."
Lord Hotspur Selline wrote:
"You and your friends' valiant efforts have shown me the error of my path, I and my dwarven army will return to Mivon. There I will seek an audience with my father and discuss the matter of the Stolen Land and my ambitions for myself and Mivon."

Numalar rubs his chin in thought.

"Well, Lord Hotspur, that might be asking for trouble."

"You see, it was not us that conjured that enormous elemental. Someone else wanted to alert your father of what was going on, and that suggests that your father already had an inkling of what you are about, and is probably on his way now. Heading back at the head of your army here might be better than being caught by him in this castle, but not by much. Not by much at all."

"So you see, what you need is some kind of deniability. Some way that you could prove that it wasn't you that hired these men. You can always hire others later on. There are many mercanary companies for hire in the River Kingdoms."

"And it just so happens that we are in need of a few mercenaries ourselves. I don't think we had planned on a body as large as this, but beggars can't be choosers, as they say."

"SO.... what I propose is that you transfer your contract with these men to us. We can compensate you in lieu of whatever down payment you have made to these men. Then, when your father arrives, you can say: 'No father, I was merely acting as an Agent for my friend Numalar here. I would never dream of going against your will!' We will, of course, support your story. Won't we, everyone?" Numalar looks around.

"So, Lord Hotspur? What do you think? Take a gamble with your father catching you in the act? Or put off your plans for a little while and let us take the blame for this enterprise?"

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
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Durgan Far-Walker wrote:
Who is up now?

I think Numalar has already gone, unless we are in a new round. And I don't think I can help Illthir.

"Hotspur!" Numalar shouts with surprise. "Well, that was rather un-gentlemanly," he says, looking at the spot where Illthir was.

"You know... there's a very simple solution to your current problem."

Not sure if Hotspur is going to let me talk but if so...

Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
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Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
I am not a member of any organized party — I am a Democrat. ~ Will Rogers

:D

I will respond with:

"It's easy to be a humorist when you've got the whole government working for you." ~ Will Rogers

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
"Ye daur cest a speel at me! i'll burst ye sae stoaner 'at yer dad will die afair he f@%$s yer mom! I will!"

"It speaks!" Numalar cries in mock astonishment.

RPGGGM wrote:
Hit, more draconic defense?

Yeah, I can't afford the damage at this point.

Once again Numalar turns into a solid gold state for a moment, and the bolt flies away harmlessly.

Since I still have my standard action I will go full defense. Brings my AC to 19.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:

Fireworks spring from Numalar's finger tips and strike the tower-top above.

fire damage: 1d4 ⇒ 3

FYI the damage should be 1d4+1 because of my draconic bloodline arcana. 1 HP isn't likely to matter much, but it might add up.

Zokon Santyev wrote:
"Who'd I get these arrows from, they fly all over the place?." he mutters after seeing the arrows spray

"Never buy arrows from a crooked arrow merchant. Or a crooked arrow merchant, for that matter. Hah!"

When Numalar hears the splash, he turns back and looks over the battlements down at the moat. He looks for ripples or signs of someone in the water. "Something's in the moat! Is that Hotspur?"

Perception: 1d20 + 9 ⇒ (9) + 9 = 18

So 5' step, then look over the battlements. It may be a move action to make the perception check. If I see any sign of him I will take a standard action to cast glitterdust.

If the perception check doesn't take a move action then I will also throw another snapdragon firework at Arbalasti.

Snapdragon fireworks damage (reflex DC 16): 1d4 + 1 ⇒ (2) + 1 = 3

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

You do understand that no matter who you vote for, someone always manages to form a government.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Too tired... working extra hours again last night on not enough sleep. Next post this afternoon or evening. Bot me if necessary.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
I had written this long addendum to Arbalasti's post where I had mentioned that if Numalar wanted to he could attempt a Wisdom check DC 10 to see if it triggered his readied action (since Arbalasti is obviously not casting a spell) and then I noticed that after the crossbowman shot Numalar that he was at -1 hp and then I erased it all. So I need a constitution check or if you want to fiery escape (which i imagine you have the spell mojo left to do If you are readying snapdragon--in which case see Wisdom check above).

Dang... missed that. Too many posts to look through. :)

Numalar sees the bolt coming at the last second, and with a word turns into a statue of solid gold! The bolt glances off him harmlessly. The gold color quickly fades leaving him as before.

Yeah, I'll use draconic defense. I haven't really cast much this battle. So I'll use it again in later rounds if I am hit again.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Is the rope down a knotted rope? I had assumed it wasn't. Numalar's climb skill is bad enough that a regular rope would likely be his death if he tried it.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
Scarlet is climbing down a rope right now. Currently she is 10' above the ground.

Is the rope a knotted rope? My climb skill is -2. If it is just a regular rope Numalar might not survive the fall.

Edit: does Arbalasti throwing the bomb trigger my readied action?

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar darts over towards Illthir and ducks down behind the battlements. He continues to watch the tower where Arbalasti stands.

Move action to move 15' and then ready action to snapdragon fireworks Arbalasti again if he tries casting.

"I could help Alia if I could get down there. Illthir, do you have rope? I'm not much of a climber but someone could lower me."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

I actually was going to ask about that because it looks like there are stairs near you that go down. I'm not sure if they go down to the courtyard or into the building.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
The Blue Beetle wrote:

Blue staggers to the guardhouse wall, through the open door and inside where he tries to clear his eyes.

[dice=Will save v glitterdust blindness: 1d20 + 5 ⇒ (17) + 5 = 22

Well, that didn't last long. Damn those dwarves and their save bonuses!

Arbalasti Singe wrote:
Growling at the gnome on the battlements, Arbalasti readies himself to cast a spell.

"I see you there, dog boy! Growl all you like!"

Numalar ducks back behind the corner of the roof and readies his own spell.

I'm going to ready snapdragon fireworks, and cast it when I see Arbalasti actually cast. Maybe it will force a concentration check. Hoping the sloping roof will give me some cover.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
__ Numalar -12 hp, FREE!

"FREE! I'm free! Hahaha!" Numalar cackles, full of nervous energy and frustration.

He throws a bolt of golden glitter down at the dwarves below.

Casting glitterdust, finally. Will save DC is 17. I will also take a 5' step towards Scarlet (which I assume is now clear).

"Can anyone tell where Hotspur went?"

And it looks like the main gates to the castle are closed. Is that the case?

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar will have to jump off the parapet to get into burning hands range with most of these guys.

Mind you, he is small. He could bounce. :)

I still want to glitterdust Hotspur if anyone can figure out where he is. Invisibility gives a huge big bonus to stealth but if he is moving around that negates some of them.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"Yes! By Macrathane's codpiece, burn this blasted stuff!" Numalar shouts.

Numalar continues to struggle with the webbing he is stuck in.

Escape Artist (untrained): 1d20 + 2 ⇒ (10) + 2 = 12 Nope. But next round the fire should spready to my square, freeing me.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Okay, I'm assuming that my glitterdust failed.

Numalar struggles with the webs, trying to get free.

escape artist: 1d20 + 2 ⇒ (8) + 2 = 10

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Zokon Santyev wrote:


The web spell in that description is double dipping on the +10..

CMD is already 10+CMB

and as is pointed out a lvl 13 wizard would get reasonably shut down by a 3rd level wizard casting web.... not what should happen..

Basically the target should be 17 which is much more reasonable for a 2nd level spell.

I had figured this as well.

When you are grappled you can escape using an Escape Artist check against the CMD of the grappler. With web, you use the spell's DC to escape. So the spell DC is basically equivalent to the spell's CMD.

Since CMB is normally roughly equal to CMD-10 then a formula that uses 10+CMB could also use CMD as a rough equivalent, which would be the spell's save DC.

I know James Jacobs made that post you liked to, but I think it was a quick, off-the-cuff response and he clearly didn't look at the responses in the thread.

Oddly, the ruling also means that with my +2 to escape artist I can escape from the web on a natural 14, but I need a natural 19 to cast glitterdust with a concentration of +9.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Arbalasti Singe wrote:
Numalar, Illthir, Zokon - reflex save DC 15, or be grappled. Webs are difficult terrain and can provide some cover. If Numalar becomes grappled he has to make a concentration check to cast glitterdust.

"Gah!" Numalar shouts as sticky webbing covers him.

Reflex: 1d20 + 3 ⇒ (5) + 3 = 8
Concentration: 1d20 + 9 ⇒ (14) + 9 = 23

Concentration check is probably good... but the formula for Concentration in a grapple is 10 + Opponent's CMB + Spell level. I'm guessing that for a spell that grapples but has no listed CMB you would use the spell save DC instead of 10 + CMB? If that is the the case then the DC would be 17 and I succeeded.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Alia of the Blade wrote:
Please do help me understand your tactical decision on targetting the Glitterdust straight on me.

It's because I know you are in melee with him but I don't know where he is. As Durgan mentioned, Hotspur is now invisible. He drank a potion.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar goes over to the edge of the parapet and looks down, into a pool of inky blackness. He can see the figures withi, though theyn seem cold and gray. He can make out Alia fighting with... something.

That must be Hotspur. But where is he?

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Well, neither of them can see in there anyway. Let's light it up for the rest of us.

Numalar throws a bolt of golden light downwards into the fray. It enters the darkness, and when it strikes the ground it scatters into a ball of sparkling motes, which look silvery in the gloomy view of darkvision.

Casting glitterdust. Will DC 17. Since Alia is already basically blind anyway I hope she doesn't mind. But it will let those of us with Darkvision see Hotspur.

The yellow circle is the AoE but it is at ground level, so those of us on the parapet (such as me) will not be affected.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

If any of you guys are in Canada, Happy Thanksgiving!

Those of you in the US, Happy Columbus Day (or Happy "Guy Who Was Looking For China and Ended Up In Puerto Rico" Day).

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Hello folks.

I'm afraid I've been bedridden for several days. My stomach is still in knots but I'm starting to feel better and I hope to catch up soon.

Bot me in the meantime if necessary.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Alia of the Blade wrote:

Just leaving that here...9 hours remaining at the time of posting...

Would have preferred a different AP, but then, I have no time to play now, anyway. So I see it as simply investing into getting more of that in the future.

Yeah, it has popped up on GOG.com. It would be a strain on the budget, but I am having a hard time resiting the impluse to get it.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"Bah," says Numalar. "Let the lordling go. If the city guard appears his plans regarding this mercenary company are foiled anyhow. The mercenaries can hardly keep their contract if it is overruled by the Lord-Mayor, now can they? That will happen whether or not Hotspur is here."

"Better to let him save some face by not having to deal with the guards personally. He can disavow the mercenaries, and they will be free of his contract."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Too tired to concetrate on posting right now. Maybe the afternoon.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
Numalar Auritonius wrote:
GGGM: If I were to cast enlarge person on Alia, would she fall off the battlements? Or could she stand on the rooftop to the east of her?
She would be squeezed unless she tries balance on the battlement wall.

Alia seems to have a very good acrobatics, so I'll get it ready.

"Alia, if you want to make a bigger impression, let me know. I can make that happen."

Bluff (to pass a hidden message): 1d20 + 15 ⇒ (18) + 15 = 33

The hidden message is basically: I'm getting enlarge person ready. Let me know if you want it.

Numalar takes a step back and begins chanting and waving the wand about.

5' step (in case the big elemental has reach) and then begin casting enlarge person. The spell has a 1 round casting time so it goes off at the start of my next turn.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

GGGM: If I were to cast enlarge person on Alia, would she fall off the battlements? Or could she stand on the rooftop to the east of her?

"Looks like you have this one in hand. I'll go see what I can do against the big one."

Wand in hand, Numalar heads towards the bell tower.

Withdrawing.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Serena Mistcastle wrote:
Serena fights back against the elemental nearest her, her scimitar reaching out to strike at the fiery creature.

Don't forget the +2 from my aid action.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar steps beside Serena and his fingernails lengthen into claws.

"Over here you stupid spark!" he shouts, as he claws at the elemental, trying to divert it's attention away from Serena.

Claw (Aid Another) +2 bless and inspire: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14

Serena: please enjoy your +2 to hit the elemental on your next attack.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar looks at his wand. "A little close-quarters for this right now..."

With his free hand he pops open the end of his scroll case. He pulls out a scroll and begins to recite from it. After a moment, a pair of starry bolts fly forth

Using the CL 3 scroll of magic missile. Aiming the first missile at blue. If blue goes down, then the second missile will aim for yellow.

Magic Missile #1: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile #2: 1d4 + 1 ⇒ (2) + 1 = 3

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Let's see if it sticks this time.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"I too am hardened againt fire," says Numalar. "But against a fire elemental, most of my spells will be useless!"

Gotta get me an elemental substitution metamagic rod! :)

Numalar runs towards the flames and as he does so he pulls out a slender wand.

Double move, and as part of my move I will draw our wand of enlarge person. Who wants to be enlarged? Getting past the DR of the big guy probably just means doing more damage per hit, and if you do STR-based fighting then enlarge person should help.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Which way did Hotspur go?

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"All right, I'm coming," Numalar grumbles as he downs the last of his wine. He continues to mutter to himself, but begins to genuflect as if in prayer, and he holds his symbol to his lips.

Moving and casting message. I'll have to cast it twice to be able to speak to everyone. The first casting I will target the party members furthest away so they can move out of line-of-sight and I can still speak to them.

Once finished, Numalar whispers under his breath.

"Can everyone hear me?" Numalar asks. "Good. It seems to me that this Lord Mayor may solve our problem for us. He wants to stop Hotspur, and I say let him. The trick will be keeping the dwarves from actually fighting the Mayor's guard. We ought to prevent bloodshed if we can, especially if the dwarves are going to suffer real losses."

"Which means that if Hotspur means to leave before the Mayor arrives, we should try to slow things down. Preferably without looking like we're doing it on purpose."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Lady Luljeta Vsevolod wrote:
"It is part of a warning system should any lord in region need aid, be it war or disaster."

"I take it then that the beacon is not lit on account of one's wineglass not being full," Morthak quips, eyeing the empty bottom of his goblet. He then holds it up for the servants to refill.

He puts down the goblet. "How much of a problem is it? Surely it woudn't be the end of the world if some other noble came here to aid you? Embarrassing perhaps, but hardly fatal. You just apologize for the error, and invite him in to dine with us."

"It would seem rather extreme for the Lord-Mayor to actually besiege his own son for hiring mercenaries with his own money. Is that what you expect? Not to mention that digging a hundred heavily-armed dwarves out of a fortified position is hardly a job any sane captain would relish."

"I would be interested in finding out who lit the beacon though, and why."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Lord Hotspur Selline wrote:
"Who is this dwarf, to impugn my honor, and speak to me so?"

Warning: long speech ahead. Gotta make up for my lack of posts.

Numalar stands, raising his hands.

"Peace, My Lord, peace. We do not mean to impugn your honour. I know a man of your stature must seek out some bold venture that is worthy of him. I can understand how this Stag Lord might seem to present a promising opportunity."

"But my Lord," Numalar clears his throat for a moment. "It may be possible that you are not very well informed about who this Stag Lord really is. We have traveled through much of the Stolen Lands and have seen the fruit of the Stag Lord's labours, and I think it would be best if we share with you what we have seen.

"The Stag Lord's men are bandits, My Lord, at least many of them are. They attack honest merchants and other travelers, as if their goal is not only plunder but to choke off all trade that still passes through that region. They leave the murdered corpses of their victims unburied, displayed grotesquely, with the Stag Lord's mark on them to show all what they have done.

"And I know what you are thinking. Many rulers in the River Kingdoms must be cruel to rule effectively. This may be true, but there is an art to that which this Stag Lord does not posess. He has no restraint nor reason, and any land ruled by him would quickly destroy itself. And it may be that this is the Stag Lord's desire.

"I say this because we have also seen many unnatural things in the Stolen Lands. The actions of the Stag Lord have stirred up forces beyond those of mortals. We have seen undead afoot in the Stolen Lands, calling for vengeance against the Stag Lord. On our way here we also saw a Nuckleavee, a dark creature of the First World that resembles a dead man fused with a dead horse, as if a horse and rider became one creature in death. These creatures rise to protect the land itself, raging against those who defile it. I know not what the defilement was but the Nuckleavee was enraged and searching for the culprit.

"I have no doubt that whatever the Stag Lord is up to, he is consorting with dark forces that are causing fell creatures to rise against him. I'm certain these incidents are connected.

"In short My Lord, I don't think that you realize just what sort of creature this Stag Lord is. You could be making a deal with a demon. If you will not oppose him, at the very least seal your borders against him so his taint may not penetrate here. I swear by the Spire of Kembalyne that all the things I have told you are true, and I beg you, for your own sake and for the sakes of all people in this region, do not take up with this Stag Lord as his ally. Whatever dark fate he has in mind for the Stolen Lands may consume you along with it."

Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

If Bluff would apply rather than Diplomacy then add +6. Though Numalar is basically telling the truth and also giving Hotspur his opinion.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Hey, guys. Sorry I've been absent this weekend. I don't usually post much on weekends but this one was a long weekend and I got drawn into something at the spur of the moment that ended up being really worth it.

I'm catching up on things now. A lot of posts to read.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Igor of Caliphas wrote:
Igor turns to the party and says "Pleathe, walk thith way."

Numalar resists the urge to mimic the man's walk. Hardly his fault, now is it? he thinks.

"Wonderful! Yes, a bath would be quite wonderful!"

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"Yes, the magnificent Arbalasti is famous for his dedication to the craft. He remains in character at all times until the play is finished its run."

Bluff (Aid): 1d20 + 15 ⇒ (1) + 15 = 16
Well, technically that's a success... :)

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"Whose manor house is this?" Numalar asks, looking around for any markings that might indicate where they are and who the local lord might be.

Knowledge (nobility): 1d20 + 14 ⇒ (9) + 14 = 23

"Is he an ally of your company, Makdoon? Or do you think your men just 'moved in'?"

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar hops up into the wagon. "Well then... Lay On, Makdoon. Let's find these men of yours."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"Clever to pose as a dog. Yes, let's get moving."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
Quick note: There is a "normal" watch schedule in the tactical map folio. 1st - Durgan + Zokon, 2nd - Serena + Scarlet + Angus, 3rd - Numalar + Alia + Illthir. Folks can move around as they like but that's my default assumption. I would point out a change that left a total hole in the schedule.

Since we started at midnight instead of just after sundown, it would make sense for the order to be shuffled around so the people with darkvision cover the darkest periods. Numalar could be on the first watch instead of the last, which would be after sun-up. But it looks like we made it through the night regardless.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Numalar approaches the wagon with the others.

"Hello there!" he calls out amiably. "I say, we are happy to see you!"

I'm not going to break away from the others just to make that perception check good.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"If we find a village or an isolated farm, perhaps we could convince the locals to offer us shelter. We can certainly pay, and a barn would probably be suitable without giving the locals cause to fear for their safety letting strangers in their homes."

About Myryana

Female Human Alchemist
NG medium humanoid (human)
Init +; Senses: Perception +
HT:5’3 WT: lbs Hair: brown Eyes: hazel
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DEFENSES
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AC 1 , touch 1, flat-footed 1 (+ armor +2 Dex); Max Dex Bonus +; Armor Check Penalty 0
hp 10 (1d8+2) Current: 10 Death threshold: -14
Fort +4 ; Ref +4; Will +1
Defensive Abilities
-----------------
OFFENSE
-----------------
Speed 30 ft.
Melee
Melee
Melee
Ranged Bomb +2 1d6+3 (4 splash)
Special Attacks –
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STATISTICS
--------------------
Str 10 (+0) Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 12 (+1), Cha 12 (+1) Luck 14 )+2)
Base Atk +0, CMB +0 , CMD 12
Feats
Point Blank shot, Brew Potion (class bonus), Throw Anything (class bonus), Weapon finesse (human bonus), Simple weapon proficiency, bomb proficiency, light armor proficiency.
Traits
Accelerated Drinker
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.
Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Alchemical Prodigy
Early on in your life, you showed significant promise in the sciences and alchemical arts, and received extensive tutoring from those seeking to maximize your potential.
Benefit(s): If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts.

Racial:
Ability Score Racial Traits:. Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature .
Type: Humans are Humanoid creatures with both human subtype.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

Skills: + Int + 1 favored= per level
Acrobatics (Dex) +7, Bluff (Int) +7, Climb (Str), Diplomacy (Int) +7, Disable Device (Dex) +7, Disguise (Cha), Escape Artist (Dex) +7, Heal (Wis), Intimidate (Cha) +1, Knowledge (arcana)* (Int) +8, Knowledge (dungeoneering)* (Int) +8 , Knowledge (local)* (Int) +7, Knowledge (nature)* (Int) +7, Knowledge (planes)* (Int) +7, Knowledge (religion)* (Int) +7, Perception (Wis) +6, Sense Motive (Wis) +1, Spellcraft (Int)* , Stealth (Dex) +7, and Use Magic Device (Int) +7.
Background: (2 per level)
Appraise (Int), Craft Alchemy +9 (identify potions as if using detect magic)(Int), Knowledge (engineering)* +8, Knowledge (geography)* +7, Knowledge (history)* +7, Knowledge (nobility)* +7, Linguistics (Int)*, Sleight of Hand (Dex) +3,

Languages Common

Formula book (CL: 1)
1st: 5
Tears to wine, Shield, Disguise self, Comprehend Languages, Expeditious retreat

Extracts Prepared (CL: 1 )
1st: 1+1 bonus/day
Adhesive spittle, Shield

Combat Gear
Gear
Investigator’s kit: alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. Formula book, rapier, leather armor, dagger, sap
Scrolls:

Potions

Wands

Worn Magical Gear
Armor
Belt
Body
Chest
Eyes
Feet:
Hands:
Head:
Headband
Neck:
Rings
Shoulders:
Wrists:

Other Misc. Magic items

Gold on hand:
Gold Stored:

-------------------------------------
BONUS FEATS AND SPECIAL ABILITIES
-------------------------------------
Alchemy
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: Alchemist. 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 below). An extract, once created, remains potent for 1 day before becoming inert, 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 formulae 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. 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 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) 4/day
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.

Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen 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 mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his 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.

Background
.

Description