Ambrose

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The way my GM ruled is that failing the flat check at the end of the turn means you are no longer raging and are fatigued. The fatigue lasts 1 round, so it would last until it comes back to the point at which it started, the end of the Barbarian's turn.

This has a couple of effects:
A) The Barbarian will most likely only ever have a -1 penalty against enemies until the start of his next turn (unless they get themselves an AoO)
B)They still feel the full effects of the stacking penalty on all actions, until the turn ends and they are no longer fatigued.

In my opinion, this keeps with the Barbarian being winded, does not overly punish them for not being as tactical as Deep Blue, but can still leave them in a bad spot if they are too reckless and the GM has set up appropriate AoO's.


shroub wrote:
It would be cool, and make sense, if the abilities expanded the amount you can hold when you get them (to 2 and 3 respectively)

At this point I look at the rule of specific over general.

Quick alchemy specifically says you need one free hand. Double Brew and Alchemical Alacrity both specifically mention using Quick Alchemy.

This says, to me, that when using Quick Alchemy you create one or more items (dependant on which ability you have based on your level) in the one free hand required.

Is this spelled out in no uncertain terms? No. But by the rule system the fact that there is a specific mention of needing only one free hand to use the ability would trump the general rule of one item per hand.

That is how I read the RAI. Though I agree that there is enough room for interpretation that clarification would be ideal.


I think of it in the same way that very experienced bartenders can pour and mix multiple drinks at a time. Your more experienced Alchemist can mix up multiple bombs/elixers while holding the vials/jars with one hand because they have practiced such.