Human

The Todd's page

Organized Play Member. 76 posts (82 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.


The Exchange

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MrSin wrote:
Marthkus wrote:
Profession soldier is used a lot in the mass combat rules from Ultimate campaign.
Hmm... if a soldier does that, imagine what ranks in profession(Commander) can do!

Ranks in Profession (Commander) won't get you any skills. Officer's don't know how to do anything without their enlisted. Their useless. lol

The Exchange

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Very good guide.

Quick side coding question. I like the spoilers. They help find what I'm looking for, but is there a code enabling closure of the tab from the bottom when it's open? This would help scrolling through.

So here is my recent and lovable Snoodle McDoodle's shopping wishlist

Sipping Jacket for 5K:
Absorbent fibers line this heavy canvas coat.

Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion’s duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused.

For someone trying to rapidly buff themselves in an unexpected combat this has some action economy.

Poisoner's Gloves for 5k:
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat.

Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). The wearer can use both gloves in the same round using two-weapon fighting or multiple natural attacks (such as 2 slams or 2 claws). Each glove can be used once per day. Filling a glove is a full-round action that provokes attacks of opportunity.

Another action economy item is you're buffing someone else or if your buffing yourself. I'll take the TWF penalty to melee touch attack myself to give myself an infusion.

Admixture Vial for 5k:
Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery.

Already stated that this is awesome

Boro Beads for Price of PoP:
This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or non-magical alchemical material such as antitoxin.

Nice! Pearls of Power.

Preserving Flasks for price of PoP:
This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask.

Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.

Let's combine this with the Admixture Vial. While its limited to keeping the extracts to the same level, I think you can still come up with some useful combos.

Formula Alembic for 200:
This magically-augmented alchemical device distills a potion or alchemist extract into the knowledge needed to create its formula. By gently heating a potion or extract in the alembic for 1 hour, the device creates a few drops of magical liquid. If consumed by an alchemist, this liquid gives him knowledge of the potion's or extract's formula, as if it were an extract he recorded in his formula book. This knowledge lasts for 24 hours. He may scribe this formula in his formula book in the normal fashion.

Using the alembic does not harm the potion, but the process makes it nearly boiling hot (it cools normally). The alembic can only distill the knowledge of formulas on the alchemist extract list (for example, it cannot turn a potion of a cleric-only spell into something an alchemist can learn).

Cheap way to add to your formula book.

Hybridization Funnel for 200:
This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect. A mixture cannot be combined with another mixture.

Makes a great combo with Grenadier's Alchemical Weapon & Explosive Missile Discovery. Additionally, this could be combined with Arcane Strike, which I figured out after reading your awesome guide. It's a one good hit when combined with the right infusion can be even better. It's also almost an auto success with how quickly the Alchemist's Craft skill goes up.

Edit: Grammar Fixes

Liberty's Edge

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To my knowledge, by RAW, cackle doesn't require and audible component. It can be done in an area of silence. But I'm on my phone at the moment and cannot check this.