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Let's complicate this.
A whip wielding wizard.

Does he get flanking bonuses on his spell attacks at whips range?
Does ally get flanking if the wizard is invisible?
Does ally get flanking if the wizard is invisible and undetected?


Play by post servers offers a good breeding ground for committed players. You get an opportunity to meet them beforehand, to see how dedicated they are, befriend them. So if you are interested to start a long term campaign I would start there or at least have a thorough interview with the potential players that i don't know to evaluate if they are worth the time investment.


Since it does not specify that these are fundamental damage dices of the weapon but instead of the attack would the ones coming from property runes/energy mutagen would also count for the boost?


Temperans wrote:
Cyouni wrote:
No, because then everyone starts going for alchemical items because it's a bonus that stacks with everything else, no matter what level they're at. Then they become functionally necessary to keep up.

If only becomes necessary to keep up if Paizo give them to everyone. Also I never said to remove the penalties, or to reduce the higher level penalties.

As it is right now an Alchemical item of your level is already a +1. So all that making it a separate bonus does is keep it consistent. Does this make buying/making a low level mutagen much better? Maybe. But that could had been fixed by making the penalty level dependent. Or maybe making it so the low tier version has a higher penalty then the high tier one; Then you are paying for having less downsides as opposed to paying to keep up with basic items.

As it is balanced rights now the +1 extra item bonus can only be obtained with ever more expensive consumables. If your change is accepted the +1/2 alchemical bonus from lvl 1/3 item would be still viable option at level 20 and due to low cost of opportunity almost mandatory to everyone due to the stacking nature to other bonuses. Which would interfere to the tights math this system employs. To maintain the balance it should at least compete with other type of bonuses.


AN interesting case if the skill checks can be critically failed intentionally using battle medicine gives the ability to auto hit for 1d8 damage.


thenobledrake wrote:
Lightning Raven wrote:
Temperans wrote:
Why mutagens a polymorph effect anyways? They were not polymorph effects before, and only a few mutagens actually change your shape.
Because Alchemists aren't allowed to have nice things. Duh.
Alternative answer: because spellcasters already have enough nice things and don't need to be able to do stuff like turn into a bear, and alchemically enhance said bear.

But they can do that anyway - alchemical elixirs like mistform do not have polymorph trait.


Throw has rage trait meaning you can use it for ~5 mins per hour and only in combat. Since it's 2 actions you can use it only once per turn witch ads up to 6 throws per minute.
125*6*5= 3750 cubic feet per hour.


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In my opinion perpetual chasis does not work well with eighter mutagenist and chirurgeon it should be replaced completly or additional feats that works as additives to mutagens and elexirs introduced to incentivise the usage of perpetuals.


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Since the question is about low tier cheap mutagens that can be bought without big investment:

Quicksilver does not seem like a valid option since it does not stack with at level permenant ranged weapon item bonus, and similar speed bonus can be obtained from cheetah elexir without the ever scaling damage to health.

Juggernaut is also a poor choice as a lower tier mutagen to use in combat since 2 actions for low amount of healing is not worth it action economy wise. A case can be made to use it as pre-buff but since will is very dangerous save foreknowledge is essential.


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Drakeheart is great if you are ambushed and your armor is down, but they are too expensive to replace armor if you cant make them for free so only good for fringe cases.
Skill mutagens are also quite good since out of combat the drawbacks are minor and if you cant find permanent skill boosting item they could be used as substitutes.
Wouldn't recommend combat mutagens since if you cant keep up with the level progression they are more of a hindrance than a benefit.


The intention of the feat is to throw large objects as the name implies and that is what i am interested in. To be more specific since throw is based on dex i am more interested in the aplication of the feat to reposition large objects more than damage. When not taking into account titan stature the lack of large objects is solved with taking a chunk of earth. However, once you become huge there are very few relatively large objects to throw around so the question is the feat intended to make these objects with the afore mentioned chunk of earth.

Furthermore, burrow spead of 15 feet per 2 actions that can only be used in combat seems of very small significance and did not even cross my mind.


Alchemist because i like trying to fix things, or at least find a working solution.


If you truelly can't treat 2 bulk as light for huge creature then the bulk rules are depressing. World lifting record is at 264 kg equating to 580 lb or 58 bulk. This would mean that real world medium creature can lift prety much the same as 27 times as massive creature in game.
On the other hand, a huge creature beeing 24 bulk means 2.7 tons to equate 24 bulk so it's confusing.


1x1x1 square = 125 cubic feet, assuming 74 lb per cubic feet and taking into account the bulk rules that 10 lb can be considered 1 bulk a normal cube in battle map would be: ~93 bulk.
Huge creature treats 2 bulk as 1 l bulk that means 93 bulk becomes ~4.7 bulk. Assuming that maximum bulk limit is 10 + str (7 max) + hefty hauler and lets say + lifting belt = 20 bulk. Taking into account that huge creatures have 4x bulk capacity means they could lift up to 80 bulk. This then concludes they should be easily lift 1x1x1 = 5 bulk; 2x2x2=40 bulk; but not 3x3x3. This would of course could vary on density.

4)Also please consider that there are lighter objects that could be 3x3x3 such as a small ship and therefore would still require ruling. A good example would be a corpse of a huge creature that as a bulk of 24 as per rules.


How would you calculate the bulk of 1x1x1 cube of dirt, could you lift that much when you are large? when huge?


So I am interested in Oversized Throw barbarian feat but it is written in lose terms which leaves a lot of to interpretation to gm. Since I want to use it in a PFS based pbp server it requires better understanding.

The questionable interactions are as fallows:

1) Since size of the object as a weapon is not specified how does it interact with titan mauler and rage thrower.
2) Since it does not mention unattended objects does that mean you can grab and throw things people are holding or even other creatures?
3) There is mention of picking "A chunk of earth". Since you are only limited by the max bulk you carry how big of a thing are we talking about. Would a medium creature be able to pull out 1x1x1 cube of earth?
4) How would titan stature interact with this since you can pick up objects as large as 3x3x3. If you throw a boulder this size onto three adjacent units and target the middle one would the other two be effected, would they be moved out of the boulder path?
5) Assuming you can leave a hole in the ground: how would that interact with people standing above this ground?

Bonus question assuming you are enlarged, you had snares when you were enlarged and you are placing these snares what is the size of the deployed snare?


AlastarOG wrote:

For action economy, we use the bandolier rule: If you have an item in your bandolier, you can interact with it as a free action when you use the item.

What I have questions for is poisons mutagens quick alchemy and durations.

Quick Alchemy Single Action
AlchemistManipulate
Cost 1 batch of infused reagents
Requirements You have the formula for the alchemical item you're creating, and you're either holding or wearing alchemist's tools.
You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

So what happens if my toxicologist crafts a poison as 1 action, applies it to his crossbow as 1 action and shoots the bolt as 1 action and hits? If the enemy fails his save, is he under the effect of the poison only until the beginning of the toxicologist's next turn ? Then the poison loses potency?

My Mutagenist uses quick alchemy to make a serene mutagen on the fly because they're fighting a vampire. He uses 1 action to craft it, 1 action to ingest it, and 1 action to throw holy water at the vampire. Is the Serene Mutagen in effect only until his next turn?

So far I have ruled it that the effect remains ''potent'' until you ''activate'' it, which for poisons means applying it on a weapon or having someone ingest it for ingestion poisons, and then mutagens last their full duration if you quick alchemy them. But that very well may be a house rule...

The potions/poisons lose potency unless they are applied to a creature. So if you use quick alchemy, apply it onto the weapon and hit the creature, the creature will be afllicted until it reaches stage 0. If you miss the poison will lose potency on the start of your next turn.

In case of mutagens if you apply it, it will last until the duration of the mutagen ends. Otherwise it will lose potency at the start of your next turn.


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A big problem of alchemist is that the design of all the fields are based on bomber. While it does work on bomber and toxicologist. It will not work on the other two and that's more than half of field abilities. One path to solve this is to further diversify reasearch fields giving them specific passive bonuses with their chosen type of alchemy that are not feat taxes.

For example mutagenist field is so shallow rigth now, it can be replaced by perpetual breath with neglibe impact.

The issue with item dispencer is also multilayered:
1) You get double/triple value with daily preparations
2) You save actions with daily preparations
3) Few quick alchemy support options (Debilitating bomb chain)
4) The group benefit most if alchemist does not uses items on himself.

In my opinion all of this can be solved by adding field based support on quick alchemy. A trade of between efficiency vs power burst, in contrast to the current state - versatility vs efficiency. Because now the efficiency seems to be unrivaled, especially in early levels.


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The lore does indicate that the larger creatures does more damage with comes inherently from their size. It comes in terms of giant creatures getting extra bonus damage. The same can be seen in the enlarge spell and the inherent extra damage. The only confusing thing is why the same mechanics does not apply to the giant instinct barbarian. This would reduce the confusion, as there is a simple expectation coming from real life experience - that bigger things hit harder. The simplest solution, imo, would be to reduce the instinct bonus and to reapply it to the enlarged version.