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Hey everyone! Korskov the alchemist Here.

I'm currently running a grenadier (9th lvl) and I'm researching a spell to get a single huge explosion. I know going for more bombs via rapid bombs is the "meta", but this is just for the luls.

Please tell me what you think about the next spell:

Korskov's Kocktail Bomb admixture

School: Transmutation; Level: Alchemist 4

Casting Time: 1 standard action

Components: V,S,M, (1 dose of Unstable accelerant Cost 50 gp)

Range: Personal

Target: You

Duration: 1 Round/Lvl or until discharged.

Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.

When you throw a bomb and hit a direct target, it goes off in the most lovely of explosions, creating an additional Fireball effect centered on the target. While this admixture is in effect, you can't change the bomb's energy type damage or make use of the Precise Bombs" discovery.

Now, Would it be better to bump it to 4th lvl or is it good at 3rd?

Are the last two "conditions" enough? or are they too much? ( I know you could end up throwing lots of dice with this spell, but fire damage is the most resisted energy type, that's where Incendiary catalyst comes in, but that's unrelated.

For it's duration, I was actually thinking on putting another restriction on the spell, and it would be along the lines of "because of the volatility of this new compound, this bomb will go off at the end of your next round, wether you fire it or not." This would go in line with the flavor of my character who often crafts huge but unrealible explosives. But at that point it was getting heavy on restrictions and I thought it may be better that "because of it's instability the compound goes inert after one round", didn't end up adding it to the description though and went with the "or until discharged" clause. opinions on this topic?

Thanks in advance for any input.


Hello everyone Korskov here again to ask for your help,

In my previous question i talked asked about rules for a constructed ship, now my party and i need a crew to man it and we also need some extra hands to help maintain our Keep and equipment (we're currently lvls 7-9).
My alchemist got the Promethean disciple feat, and we've been talking about making about 4-5 homunculi, each specialized for a specific kind of job inside the Ship and/or Keep, think of a Look-out, First-mate, Deck-hand, Gunner...

Checking the rules section "improved Homunculi" in either Homunculus or on Craft construct i can tell that the base price for a Homunculus is 2050Gp (or a cost of 1050Gp for a crafted one), that same section states that you can make homunculi with more than 2HD for an increased price, 2000Gp for each additional HD. As we're starting Mid-lvl, and having our party's treasury in mind, i've decided that we could give each of these homunculi atleast 10HD total (so an extra 16000Gp).
Now comes the (not so) Fun part.
How do i go and advance these soon to be poor creatures?
I've been trying to wrap my head around the Monster advancement rules but, when following it's text, it changes from HD to CR. I'm sorry if i'm just dumb and not getting how that table works, but i don't see how to work the columns in higher CR, Lower CR and hitpoint change.

Also, there's a modification under the homunculus rules that lets you use 10 potions of the same spell, to give your Homunculus the ability to cast that spell as as spell-like 1/day, and there's also a rule under craft construct called "Spell-Like Ability Modification" that lets you give your construct a spell-like ability that you can cast (depending on HD too). Now, is there a way to use my extracts for any of these two modifications?
I think that by RAW (and possibly RAI too) the first mod (the homunculus one) only works with potions, because that would force you to pay for them (even if i end up crafting them), but the Mod under craft construct seems weird, because by RAW you can only impart onto your construct "Spell-like abilities" that you can cast, not spells/extracts/etc, but those abilities aren't as common for PC's to have.

Thank you all.


Hello everyone Korskov here (my alchemist PC).
Sorry for the wall of text!
My party and I recently got a side quest that involves a BIG detour, like opposite place of the world detour. We're planning on doing this trip via sea voyage.
So... my alchemist got the Promethean disciple feat (among other crafting feats, via master craftsman), and we were thinking of building our own vessel (until now, we traveled in our own crafted huge animated wagon, upgraded to have a decent fly speed too).

So following the example of the "Table: sample animated objects" on the Animated objects page, a Colossal animated object can be made from a Ship, right? And it also states a little below there "Using the Craft Construct feat requires the creator to construct or purchase the object he wishes to animate. He must then spend an amount of gold on reagents—to determine the amount, add the animated object’s HD to its CP, and multiple the total by 1,000."
So... That would mean "Price: varies (cost of object + [(animated object’s HD + CP) × 1,000])" just under this part there's the construction requirements that states "Feats Craft Construct; Spells animate objects, permanency; Skill optional (determined by object being created; crafting the object reduces its cost); COST 1/2 price" (caps by me) it specifically differentiates it's price and cost (which normally means, price = market amount and Cost = crafting amount) so would that mean, that in the case of building a Sailing ship that's also an Animated object (Colossal) the formula for it's price, assuming we're not crafting the base ship, would be: (10,000gp) + [(13HD + 6CP) * 1,000] = 29,000gp. Therefore it's COST could be 14,500gp. (That seems way too cheap)

To make things more complicated, if we go to "Table: Bestiary 1 and Bestiary 2 Constructs" in Building and modifying cosntructs there's an example for the price of buying and the cost of crafting a Colossal animated object, those being "Price: 60,000gp and Cost:30,000gp" while not specifying if the base object's price is included there.
If it is, the 30k COST seems to be in-line with the 29k PRICE we got from the formula, and that's assuming a full price 10k ship.

So which Crafting cost should I use? (I know that i should bring this up to my DM to choose, and I will next session, I just wanna know if there's any kind of ruling)
We're almost done, trust me.

Now for the mechanics of the ship itself.
My idea is to keep the construct very much in the shape of the ship and invest all of it's Construction points (and leftover gold) in giving it better means of travel, for example a swim speed in case there's no wind for the sails, and maybe a fly speed, both propelled (mostly for flavor) by an alchemical engine. I'm also making a crew of homunculi, but that's for another post. And here's where a lot of additional questions came up.

As you can see, both the Animated object (Colossal) and the Sailing ship have different statistic, one as a creature and the other as an object (Vehicle), so if we're sailing on water, would we use the "new" creature statistics or could we combine them, like lets say their speeds (assuming there's a wind and water current).
Also, assuming we have a crew to man the cannons, could we make use of the Sailing ship's siege engines? The base price for the ship includes some siege engines.
And assuming there's someone steering, could we use the Sailing ship's ram attack? Maybe combine it with the Colossal object's own Slam attack.
What would the creature's (or object's) HP be? Going from 900 or 1600 HP (Sailing ship) to 151(Colossal AO) seems like quite the downgrade. Specially if our ship ends up in a battle with a "normal" one.
I know there might not be a consensus, but I'm really excited to read your opinions.

Thank you if you made it all the way through, sorry for any mistakes, English is clearly not my main language and i'm still learning the ropes of formatting.

TL;DR
What's the real cost of crafting a Colossal animated object that' also a sailing ship (or better)?
Being a creature and an object (vehicle) how does a Colossal AO sailing ship work while sailing and in encounters?


Hello everyone, kinda new here. So the Ioun Wyrd creature, which can be selected as a Familiar, also has construction requirements to be crafted with the Craft Construct feat.

If you follow the crafting rules for the Ioun Wyrd and don't pick it up as a familiar does it retain it's share iouns ability and is it useful to the crafter?

And what happens if you craft it first, then pick up the familiar ability and lastly you choose it as your familiar? would you be able to modify the construct later as per the Building and modifying constructs rules?
(In the familiar section there's a rule that says "Only a normal, unmodified animal may become a familiar", can you modify the construct, after making him your familiar?)

Thank you in advance.


Hi everyone, first post here.

So... i'm currently building a Tyrant antipaladin of Zon kuthon, that intimidates and trips everything alive, In the process some questions came up.

Do the effects from the Greater trip feat and the Rending trip (ex) "Class feature" (Sentinel Divine boon 2) stack? as in having the possibility to make 2 AoO, as long as you have combat reflexes. If i'm not reading it wrong, "Greater trip" makes the tripped enemy provoke to everyone (that can make an AoO around him), while "Rending trip" only makes him provoke to you.

For the intimidation part of the build, are there any synergies between trip and intimidate? Or is my best bet going for Power attack + Felling smash + Cornugon smash?. I Was thinking of going Sentinel, but might end up going fighter (maybe Viking) and picking Diverse obedience at 9th, because of feat reqs.