| Joey Cote |
Interesting question. I think there are two ways to read this.
1)One way would be the sunrod would stop glowing at the beginning of the alchemist's next turn. And this would apply to any alchemical item made with quick alchemy like persistence effects of bombs, poison duration, elixirs, etc. Which has a built in conflict with some of the feats that only work with quick alchemy.
2)If we parse the text closely the text refers to the infused item, which could be considered different then the effect the infused item creates after it is activated/used. Which means the effect would continue.
I don't think this is a situation where we need playtest under condition 1 since it is almost certainly not what is intended by the writers. But bringing it up can alert the writers to possible misinterpretations of how the ability is supposed to work. Thanks for seeing the possible problem and posting it.
| Zwordsman |
| 1 person marked this as a favorite. |
I don't have the quotes right now, and probably won't look them up again (Projects, deadlines, i'm behind!). but.
At one point I did look up a bunch of things. "effects" are different than "items"
Quick alchemy and Smoke Bomb for instance. The smoke lasts for more than that instant (admitidly it does call this out). Meaning it persists after the QA deadline.
Acid Flask and Alch fire as well, the persistence damage effect.
I think its an awkward oversight to not call it out directly, but various spots imply that effects persist.
Take poison for instance... currently no way for a single classs Alch to use it. as it takes too many actions to apply.
However you could multiclass with Rogue (at quite high level) to get Poison Weapon.
Then quick alch, poison weapon, attack. The poison would be applied, then deactivate.
but the poison effect on the body would already have applied as a seperate condition (resulting from the item)
For instance at the end of the day you can overpay respoints quick alchemy a antiplague and gain a bonus for a day.
but.
silversheen would not work (unless you made, applied and hit in one round)
That is the biggest detail if you go looking stuff up (from what I remember). The language of conditions vs items that give them.-
-0------
Onto your original item question though. sun rods.
The effect is not seperate condition, the sunrod constantly sheeds light. So sadly.. it would deactivate from how I remember.
cause I was trying to do this back in part 1.
---
TLDR: If the item gives a conditional effect, that is considered seperate, if the item is a constant effect (from said item) it disappears.
It took me like 2 hours to find all the quotes I needed though. so it is a muddled mess that needs to have an example or call out in quick alchemy.
HONESTLY though. I truly don't see the point in making Quick Alchemy only last one round. Fact is.. nothing is a problem if it would last until refresh like anything else. Quick Alchemy already has SUCH A HUGE opprotunity cost in RP.
They should just let it persist. it would make it the "open spell slot" effect like for universal wizards. could spend a lot of spare RP to pull out antiplague or silversheen because you didn't know you'd be fighting werewolves in the sewwers that day.