M Human (Osiriani) Alchemist 20/Fighter 3//Gunslinger 20/Monk 1/Fighter 2
6) No, the flame tongue is *specifically* called out as a special case only applying to named and specific magical weapons. I literally just quoted the relevant section, and it says that, for instance, a Keen weapon, you're paying the cost of a +2 weapon. We should probably let other people weigh in here if we're going to keep arguing the same points, but that's RAW and how I've always seen it applied for generic magical properties. 7) Okay, gotcha. For some reason I had Speed listed in my head as +2. Sorry! I'll update this when we figure out how ABP is working for cohorts. 10) Crossbow Mastery is a feat that makes all crossbows (including repeating and double as well) reload as a free action. Gun Twirling lets you holster one at a time to reload them, but you said you didn't like it, so extra arms are another option. Again, I can get rid of the launching crossbows if it makes people uncomfortable. 9 Bombs around: 1 from Boots of Haste (to replace a Speed weapon), 4 from BAB, 3 from TWF feats, and 1 from Rapid Shot.
M Human (Osiriani) Alchemist 20/Fighter 3//Gunslinger 20/Monk 1/Fighter 2
Kryzbyn wrote: Is this how it's going to be? Getting out classed by a cheesed to hell cohort? Err... he's optimized to throw healing bombs, not damaging ones (yeah, I min-maxed healing because a bit I was curious if it was possible). DT can definitely do more damage, and more importantly has awesome status feats that shut down everyone—Janus is just there to hit him with four cool alchemist buffs per turn (his familiar is basically a buff syringe full of extracts he can deliver on touch). And I don't plan to actually send him anywhere dangerous, just leave him behind in cities, and possibly not fight at all. If there are problems, I can certainly change things. However, I will answer some questions, as they apply generally— 6) Re-read the Automatic Bonus Progression section. At the end it says "In this system, adding bonus-equivalent special abilities to items costs significantly less because you are paying only for the special ability, not for a base enhancement bonus (see the table below)." The table below prices +4 of abilities at 32k. The flame tongue case does not apply because it's a *specific* magic weapon which uses an entirely different pricing system. 7) Redo the math. It's 4+3+1+1 legendary weapon gifts, which are listed on the character under "automatic bonus progression." Doctor Janus also has spent 6 points on legendary double weapon. 10) Launching Crossbows are a full-round action to load, not fire. They fire like any other weapon, and RAW can be used with Crossbow Mastery. If you don't like this, I can ditch them and have him throw bombs by hand; this just drops his healing range from 600' to 100' and means he has a bunch of spare legendary gifts I can't spend on anything. Fast Bombs also specifically says you can throw as many bombs as you can make attacks, which means he'd get 9 healing bombs/round regardless of whether he was using crossbows or not. When I get around to revising all of these, I can replace Dazzling Display/Gun Twirling to get Extra Arms. No worries.
M Human (Osiriani) Alchemist 20/Fighter 3//Gunslinger 20/Monk 1/Fighter 2
1) Yeah, he's my cohort. Sorry that wasn't more obvious, and that answers 9) as well. 2) I... didn't really bother writing out abilities as much as I should have, because he's a cohort. Immortality comes from the listed grand discovery "Eternal Youth," which is the equivalent of the Wizard's immortality. 3) Grand Mutagen discovery gives a +6 to Natural Armor (I misread it, that's my bad). It also lasts for 20 hours a day, so except when he's asleep it's always active (and with Vest of Beneficial Mutation there's no downside). 4) Natural Armor Enhancement comes from ABP, same as an Amulet of Natural Armor (which it doesn't stack with, or barkskin, etc, but it does stack with regular Natural Armor like the Alchemist's mutagen or the Druid's wild shape) 5) +5 Dodge comes from Gunslinger's Nimble. I probably should have listed that somewhere. >_< 6) Weapons are priced assuming they were covered by ABP; I was waiting to see if that's the case or not for cohorts before recalculating. And yes, this is the correct calculation for ABP cost: A +5 Speed Distance Limning Launching Crossbow, for instance, is an effective +9 weapon, but we subtract the +5 enhancement to gain +4 of special abilities, which cost 32k (see the table at the very bottom of the ABP section; see the example pricing of a +2 keen scimitar. Specific weapon abilities are priced DIFFERENTLY than generic magic properties). 7) Legendary Twin Weapons x3 means he's got all four weapons attuned. They are a +5 Speed Distance Limning Launching Crossbow, a +5 Speed Distance Light Crossbow, +5 Distance Launching Crossbow, and +5 Distance Light Crossbow. No armor attuned, since he's a monk, it's just a flat armor bonus. 8) Dual here was supposed to mean "dual wielding with another similar weapon" 9) He didn't receive the letter, but he's in constant telepathic communication with his master and 8 other people; I posted as him receiving notification from the guy who got the letter. 10) Launching Crossbows are in the crossbow weapon group, thus benefit from Crossbow Mastery and can be reloaded as a free action; with Inexplicable Reload, this time is further reduced to not require an action at all. They just sort of automatically reload. It's weird, which is why I took Gun Twirling as well (common consensus appears to be it applies to crossbows for a Bolt Ace), but both should let him reload crossbows while dual-wielding (If you want to GM rule against this, that's fine, I'd just replace Dazzling Display/Gun Twirling with two Extra Arms through the discovery feat, although that feels kind of inelegant). After that, Fast Bombs allows him to make as many bombs as he can fire, hence the 9 attacks per round.
M Human (Osiriani) Alchemist 20/Fighter 3//Gunslinger 20/Monk 1/Fighter 2
Doctor Janus rarely sleeps, but he does do his best to rest for eight hours a day. And, on one slow morning, a telepathic message comes to him as he lies in bed, unusual in its content but not its tone. ::Someone has breached the Sanctum to deliver 'mail.' Intent uncertain: possibly benevolent, or a very strange trap. Invitations are in order, and uncomfortably ceremonial; something is happening, in around 300 hours. Absalom, Shrine of the Fallen. Today's password is the sound of a sparrow hatching.:: It takes two days to get affairs in order for travel, and another two to hop to Absalom in short, leisurely jumps; the doctor sees no reason to move quickly, at such a nice time of year. And so, with just under nine days to go, an unremarkable pilgrim in plain robes wanders through the Hall of the Failed, searching carefully for traces of powerful or inappropriate magic. Perception (true seeing, aura sight, arcane sight, see invisible): 1d20 + 71 ⇒ (3) + 71 = 74
M Human (Osiriani) Alchemist 20/Fighter 3//Gunslinger 20/Monk 1/Fighter 2
Alright, here's your friendly neighborhood autoturret checking in! Because it's *definitely* necessary to stack permanent True Sight, Aura Sight, Arcane Sight, See Invisible, Limning AoE attacks, and Fog Sight on top of +71 to Perception, oh yes, nothing redundant there at all. |