And with two of them already spotting the party and starting to make noise, no point of trying to go silent. So Rogar does what he does best - and tosses a bomb.
"Oi, Faengrim! Ye really wanna walk around w' that axe wound? Lemme path yer up!"
And Rogar slaps his dirty dwarven hands on the wound, wiping off any visible damage.
With Faengrim and Riori already up in the air, Rogar switches the bombs to crossbow. He spits to the tip of the bolt, and takes aim at gargoyle number 5.
Crossbow, heroism, pbs:1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 damage,pbs:1d8 + 1 ⇒ (5) + 1 = 6fort save dc 21 or +6 dmg and dazzled, dazed and blinded
"Oi! Th' stony buggers are alive!" Rogar yells in surprise.
Luckily, most of the gargoyles were a bit slow to move. Things could've gotten hairy if they all could've peppered them with arrows. The dwarf quickly lobs a bomb at the closest ones, and hurries into cover.
Sand bomb, heroism, pbs vs. touch ac:1d20 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19 damage:5d6 + 6 + 1 ⇒ (6, 5, 3, 1, 2) + 6 + 1 = 24plus blinded for one round enemies within 5ft take 11 damage (ref dc21 halves) and blinded (ref dc21 negates)
Rogar reloads his crossbow, giving the tip of the bolt a good licking before placing it to the weapon. Then he aims at the remaining giant, and pulls the trigger.
crossbow, heroism,pbs:1d20 + 11 + 2 + 1 ⇒ (18) + 11 + 2 + 1 = 32 damage:1d8 + 1 ⇒ (5) + 1 = 6DC 21 fort save (vs poison) or 6 more points of damage plus dazed, dazzled, and blinded. (Toxic Secretion ability)
Rogar tosses a sand bomb at the nearest cyclops, catching the rest of the giants in the following explosion of sand.
Sand bomb, heroism:1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 fire damage:5d6 + 6 ⇒ (5, 1, 6, 6, 6) + 6 = 30 plus blinded for one round Other enemies in 5ft radius take 11 points and are blinded. Ref save DC21 to half damage and no blind
"Unless we can lock 'em in somehow, I'd say better kill 'em now." So far the cyclopes have gone down pretty easy. But he'd like to avoid the big one-eyes catching them by surprise later on.
"Quite th' appetite yer havin' cap'n.." Rogar oberves Chumtooth and Faengrim chewing on the giant heart. Gods know there's been worse on menu on the ship's mess. But he doesn't have particular appetite for that stuff.
"I'll b' havin' just som' liquid lunch meself..." he says, and takes a swig of rum. Then, in case of more giants, he repeats the gurgling of magic potions from earlier.
re-buffing Heroism and Barkskin. Using 2x alchemical allocation form 2nd level slots
Rogar moves closer to the enemy, not so concerned about his safety as the big guy has Chumtooth to worry about. Then he tosses another sand bomb to keep that big eye shut.
"GWAAGH!!" Rogar is hoisted up in the air, feet up and face pressed painfully against the net. He struggles against the net, and knows he has to cut his way through.
"Ye Two-timin' Tartar twisters..." a dagger springs out from a wrist sheath, and the dwarf stars sawing the net.
"Nothin' in th' tower? What a waste.." Rogar grumbles, turns a few stones in hopes of finding something, anything.
Once Riori flies back from her scouting, the dwarf studies the map she sketched. "Th' canyon looks as good as any place t' start. How far ye think it is?" he says, tapping the location on the map.
Rogar feels he has spent enough bombs on these cyclops, and draws out his crossbow. He gives the tip of the bolt a good lick, coating it with his saliva, before reloading the weapon.
Move + std to draw and reload. Swift to apply the poison to the weapon
Rogar lobs a couple more bombs, putting some sand in the cyclops' big eye. He primes the bombs with such skill, the hot sand won't fall on his allies.
Sand Bomb vs. touch AC, heroism,PBS, to close combat:1d20 + 11 + 2 + 1 - 4 ⇒ (19) + 11 + 2 + 1 - 4 = 29@cyclops 1, vs. touch AC fire damage:5d6 + 6 + 1 ⇒ (4, 4, 5, 1, 2) + 6 + 1 = 23 Sand Bomb vs. touch AC, heroism,PBS, to close combat:1d20 + 6 + 2 + 1 - 4 ⇒ (3) + 6 + 2 + 1 - 4 = 8@cyclops 3, vs. touch AC fire damage:5d6 + 6 + 1 ⇒ (2, 5, 1, 2, 3) + 6 + 1 = 20
Precise bombs, so no splash damage to allies. No precise shot, tho' Also, on a second read of the sand bomb, the directly hit enemies do not get a save vs the blind effect
"Ugly buggers!" is the only remark Rogar comes up with. He's not sure what stories Dantes is referring to, but perhaps the time for that is after the cyclops are dealt with.
He hopes the rest of the team will handle the enemies once they close in, but now it's perfect time for some bombing. With the help of his bombchucker, the munitions should carry nicely to such big targets.
Sand Bomb vs. touch AC, heroism, 1 range increment:1d20 + 11 + 2 - 2 ⇒ (15) + 11 + 2 - 2 = 26@cyclops #1 fire damage:5d6 + 6 ⇒ (2, 6, 6, 3, 1) + 6 = 24ref save dc 21 or blinded for 1 round Sand Bomb vs. touch AC, heroism, 1 range increment:1d20 + 6 + 2 - 2 ⇒ (14) + 6 + 2 - 2 = 20@cyclops #3 fire damage:5d6 + 6 ⇒ (6, 5, 3, 4, 6) + 6 = 30ref save dc 21 or blinded for 1 round
We're not using maps, right? Not sure if any cyclops are adjacent to the bombed ones. But if they are they would take 11 points of splash damage (dc 21 ref for half), and need a ref save or blinded Also, Rogar takes a 5ft step to stand behind Faengrim or Chumtooth if possible
"We're lookin' fer plunder 'n' booze, lass. What else there to find?" Rogar grunts, stopping to take a couple of sips from his many bottles and take a look at the tower.
Use Alchemical allocation -> Barkskin
Use Alchemical allocation -> Heroism
"Capn' here mention'd a Stone... Wha'ever that is. But guess, it'll be th' plunder part. Sure ain't soundin' like drink."
Anyway, slight changes: I took the toxicant archetype, if that's ok. Idea of Rogar being marinated in alcohol long enough to become toxic was quite funny.
Rearranged discoveries a bit to fit in precise bombs to avoid friendly fire.
--
Roles in ship: Surgeon would be quite natural for Rogar.
Okay, I see. I was confused. I thought you were asking if you could purchase potions of spells higher than level 3. I have no issue buying them at a higher CL, though it will cost a little more.
For the alchemist shenanigans: Is it possible to purchase potions of higher level?
Do you have a source for this ability, or is it just something that you wanted? I don't normally play alchemists, so I don't honestly know.
The reason why I (and alchemists in general) are interested in high-level potions is this: Alchemical Allocation. In short: as a second level spell we get the potions benefits without using the potion. So for example CL 12-15 barkskin or resistance energy is kind of nice. But Rogar could brew his own potions for level 10, so it's not a big deal if higher CL potions are not available.
Hi, thanks for having me as well. Rogar isn't too polite fellow, so I'll try to make it up here in discussion :)
I'm interested about the WBL, too. I have not spent very much on gear yet.
For the alchemist shenigans: Is it possible to purchase potions of higher level?
Here's a quick level 10 build for Rogar (without equipment)
Rogar @10:
Rogar v2
Dwarf alchemist 10 (Pathfinder RPG Advanced Player's Guide 26)
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 93 (10d8+40)
Fort +10, Ref +9, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities
Immune poison
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Offense
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Speed 20 ft.
Ranged blinding bomb +10/+5 (blindness) or
. . bomb +10/+5 (5d6+5 fire)
Special Attacks bomb 15/day (5d6+5 fire, DC 20)
Alchemist Extracts Prepared (CL 10th; concentration +15)
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Statistics
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Str 10, Dex 14, Con 16, Int 20, Wis 14, Cha 5
Base Atk +7; CMB +7; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Brew Potion, Healing Hands, Point-Blank Shot, Rapid Shot, Signature Skill (Heal), Steel Soul[APG], Throw Anything
Traits barroom talespinner, precise treatment
Skills Acrobatics +7 (+3 to jump), Appraise +9 (+11 to assess nonmagical metals or gemstones), Craft (alchemy) +18 (+28 to create alchemical items), Diplomacy +11, Fly +10, Heal +19, Knowledge (arcana) +18, Knowledge (nature) +9, Knowledge (planes) +15, Perception +15, Profession (cook) +6, Profession (sailor) +6, Spellcraft +18, Survival +6 (+8 while at sea), Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ alchemy (alchemy crafting +10), discoveries (blinding bomb[UM], bottled ooze[UM], fast bombs, infusion, tumor familiar[UM]), mutagen (+4/-2, +2 natural armor, 100 minutes), poison use, saltbeard[ARG], swift alchemy
Other Gear alchemist starting formula book
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Special Abilities
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Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blinding Bomb (1 min) (Su) When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save.
Creatures in the splash area that fail t
Bomb 5d6+5 (15/day, DC 20) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
Bottled Ooze The alchemist has learned how to preserve a sample of oozes in a sealed bottle, which he can prepare for use as an extract. When the alchemist activates the extract, he actually throws the bottle at a square within 30 feet, releasing the ooze, which
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Immunity to Poison You are immune to poison.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 20) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 100 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
With Healing Hands & Signature Skill, he can heal 40 hp (+10 if he rolls well enough) with just a needle, little spit and disinfectant (internally or externally, patient's choice). Repeatable 10 times per day. In addition he can hand out infusions (Shield, anyone? How a little pounce?) In combat he'll be lobbing bombs while his tumor familiar can work as a flanking buddy for melee types.
Original Rogar wasn't very optimized, but can improve that if it looks like the rest of the party is on a different level.
Hi, Rogar is a chirurgeon alchemist from an abandoned S&S. Would he cover your healing needs? While not a cleric-level healer, he can be rebuilt for a bit better healing/buffing. This profile is 7th level, and from posts you can check his style.