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I'm definitely taking the master alchemist feat. thanks for the information on the lists


as an added benefit the zen archer as written gives weapon spec. at lv6 under the way of the bow. So about the same level you pick up point blank mastery and you won't draw AoO with your chosen boom stick


playing a similar concept right now actually. I had just watched equalibrium and I got the ok from my GM to convert the zen archer into a zen gunslinger. He's only trained in the pistol and most people end up thinking I'm playing a weird musketeer concept sans sword.
The only major change (aside from the weapon) was the loss of the flurry of arrows ability (hard to pull off when you need to reload between shots), we replaced it by adding the gunslingers trick shot deed to the ki pool at lv 7. The fact that I'm only playing a single class makes it a lot easier to develop the advanced abilities it seems like every character ends up needing towards the end of the campaign.


I just started playing an alchemist and I'm trying to find a master list of what can be created with the mundane crafting skill, right now I'm stuck skimming through every entry in the equipment lists. does anyone know if there's a list somewhere on the site?
Also I'm trying to find some information on creating the larger alchemical items such as alchemical engines and alchemical dragons. These were mentioned in passing in the vehicle section but I haven't found anything on their creation. can anyone help me out.
If necessary my GM is mostly ok with house rules if anyone has suggestions.