Mogmurch

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Sweet...

Thanks everyone! This has solved my problem, and given me some ideas for future campaigns, too...


So, what, no sense of theater in Pathfinder? I thought this was a role playing game, not a high school science course.


Hello, everybody!

I'm currently playing a level 2 gnome alchemist in the Crimson Throne campaign, but I'm leaving the country soon for my job so I won't be able to finish it. Because of this, I want to finish my part in the game with a flourish; namely, my untimely death in the heat of battle.

My question is mainly one of the physics concerning the alchemist's bombs. Can they be set off all at once? I realise that it's a full attack action to prime and throw a single bomb, but for the theatrics of the piece, I'm hoping I can make it work. Ingredients are inert before mixed, so maybe there's a way to prime them prior and then attack?

Basically, I want to cause a giant explosion focused on a group of enemies or a single boss for my death.

I'll talk it over with my DM, but I wanted to get the thoughts of the community, too.

Thanks!


Alright, thanks everyone. My plan is to be more of the idea guy and story teller when need be, not a PC, cuz the campaign my friend and I are working on seems like it'll be hella fun to run. Maybe I'll just keep track of the finer details and NPC's, and jump in when something special is happening.

Anyways, thanks for your help. It'll be a while before we run this campaign, but this'll help me set it all up.


Cool, thanks for the insight. I like the idea of a split party for part of the campaign...


Is it feasible? Basically, I hate to talk. Not my favorite thing to do, as I have a pretty bad stutter even around people with whom I'm comfortable speaking. My friend and I, however, have some pretty good thoughts for a campaign, we mesh well combining ideas, and I'd be happy to help run it from behind the scenes while he does the talking.

Any tips, pointers, pros/cons? To be honest, we're most likely going to run it anyways, but I'd like to have an idea of any potential pitfalls.

To throw another monkey wrench in the mix, neither of us have ever DM'd, and we both are only on our second foray into the D&D universe (Pathfinder for both campaigns).

I watched our previous DM doing his thing, I'll be doing the same for our current campaign, and I've also perused the game master info section of the PFSRD site, so I have a general idea of how it all works.

Many thanks to all for your input.


Is it feasible? Basically, I hate to talk. Not my favorite thing to do, as I have a pretty bad stutter even around people with whom I'm comfortable speaking. My friend and I, however, have some pretty good thoughts for a campaign, we mesh well combining ideas, and I'd be happy to help run it from behind the scenes while he does the talking.

Any tips, pointers, pros/cons? To be honest, we're most likely going to run it anyways, but I'd like to have an idea of any potential pitfalls.

To throw another monkey wrench in the mix, neither of us have ever DM'd, and we both are only on our second foray into the D&D universe (Pathfinder for both campaigns).

I watched our previous DM doing his thing, I'll be doing the same for our current campaign, and I've also perused the game master info section of the PFSRD site, so I have a general idea of how it all works.

Many thanks to all for your input.


Awesome, you guys really helped. I feel I have a much better grasp on the Alchemist's abilities now.

Bombs and Wands!


Alright, thanks for the insight, everyone.

So, poisons are meh, actions possibly used once or twice in a big fight.

Wings are limiting (time-wise) and maybe not worth it (although it would look pretty sweet).
I currently have Levitate in my formulae book (fly is 3rd lvl, and I can only make 2nd at the moment); is that enough to get around most obstacles?
GM says this is a low magic item game, so the chances of me finding/buying a wand of fly might be pretty slim. So, maybe just use levitate for now then upgrade to fly when I can?

ossian, I like your recommendation to stick with the bombs/buff/control fighting style. From that first battle, I already know it's gonna be fun throwing bombs in people's face.

Infusion is a discovery I already have, and plan on using, I just wasn't sure how exactly potions worked, and how the two methods could build on each other and not overlap.
Basically, Extracts are "free" but limited to daily use, and potions cost money but are theoretically of infinite use (or, taking a page from Douglas Adams, of a finite nature, but of such large potential for use that the finite just seems infinite).
So, no Personal spells from the list, just Touch, Close etc.
Also, potion brewing requires a length of time dependent on the original price, but only costs half of said price to make?


Hello!
I just started a campaign, only 1 session so far, and I'm looking for some advice on how to augment my character. Please keep in mind that this is only my 2nd foray into any type of D&D game at all.

We're running a Pathfinder setting, starting 5th level with all relevant accouterments.
My build is 4 levels of Alchemist and 1 level of Scholar. Alchemist is my favored class and what I'll be leveling in for the rest of the game. I only dipped into Scholar for the knowledge feats, saves and armor bonus it grants at first level.

The first session went well, better than I expected, with my character doing the most damage in the only fight we had. My combat style uses precise bombs for throwing into melee, accompanied with a repeating crossbow on which I use Infuse Missile for fairly hard hitting range attacks. I have my eye on poison use as well, though that seems a tad complicated.

I think that's enough backstory, but let me know if you need any other info (I'm currently writing this with lack of sleep).

Has anyone out there played an Alchemist before? Basically I'm wondering about a couple of things; for instance, as I level, would it behoove me to focus on poisons? Are they worth it? I talked to my DM about my character modifying my crossbow repeater with a poison delivery system on the barrel, so that if I do decide to stick with poisons I can utilize the Sticky Poisons discovery on the repeater. That's fine, but, not having had a chance to test out poisons yet (the campaign started at a royal birthday ball, so I was able to smuggle in my repeater and bomb bag but not much else), I'd like to know just how much they'll help in combat.

Also, Flight. I would like my character to be have some means of flight/air movement. Right now, I'm pretty much limited to using a Levitate extract, but I have my eye on the "Wings" Discovery. Now, obviously, having wings lets you keep an extract slot open instead of creating a Fly extract, but are wings really worth it? Any downside to them, apart from possibly having them ripped off in battle via an unlucky turn of events?

Also, the Brew Potions feat versus the Extract Infusion discovery; am I right in thinking that, while I can create Cure light/mod extracts, I should just brew those as potions and save my extract slots for buffs and such? On that same note though, the Brew Potions feat says "An alchemist can brew potions of any formulae he knows (up to 3rd level)." What's to stop me from creating potions out of the buffs and other battle concoctions on the list (apart from limited gold to do so)? Basically, why do I need Extract Infusion for my party members if I can just brew potions that'll do the same thing? The explanation goes on to say that the "spell must be one that can be made into a potion," but where is the table explaining what can and can't be potionized?

Many thanks to any who can help me out here. I know I'm missing something, I just don't know what.