Pot of Marvelous Pigments Mechanics


Rules Questions


Very much what it says on the tin.

Recently, in a campaign I am running, the party came across the wondrous item of Marvelous Pigments. I read over what it can do and they started going wild with it. They ended up trying to make canisters full of alchemist fire, oil and bone burn as well as alchemical balloons to basically carpet bomb a town square occupied by an undeath cult.

It was very wild to say the least.

In short, I was wondering how other people have ruled how this item works in regard to the likes of, say, drawing an object that contains another object like liquid. Would the liquid also take up the cubic footage of emulsion they have to work with? Do they have to draw the liquid separately? All that stuff.


Marvelous Pigment wrote:


These pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.

I personally would not qualify alchemist fire or bone burn (both alchemical weapons) as normal mundane items. But that is going to vary from GM to GM.

For me, though they are not strictly magical items in the pathfinder universe, they are bordering on a very high level of chemical knowledge (it not outright impossible) in the real world.

Liberty's Edge

Marvelous Pigment wrote:

The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.

As I read it, normal weapons, armor, and any other mundane item. mean that you can't make masterwork weapons, armor, or the equivalent of masterwork mundane items, i.e. alchemical items with a DC of 20+, mechanical traps with a crafting DC of 20+, and so on. That would exclude most alchemical items. YMMV.

The other limit is that only 2.000 gp of mundane items can be produced. That would be a lot of alchemical items, but not enough for a hot air balloon.

While the rules don't allow it, your players' idea was fun, so probably I would have accepted it.


Marvelous Pigments CL15 $4000.
the whole last paragraph outlines a bunch of restrictions.
mwk items are mundane(non-magical). Special materials by definition are not normal. Sadly alchemical items are not normal (takes Craft(alchemy)).
As far as the ancient metals go, IMO I'd add bronze, various copper and lead alloys, any primitive material and of course plaster, low fired pottery. The paint should not be used to create more value than its cost and $2000 in total is the given number which is probably the easiest to track as cubic inches or feet might be too persnickety.
You can check Major Creation:C5 spell for parameters.
So yes, you can paint a flask of alchemist's fire. Sadly the liquid inside will be colored & gelled water (possibly potable) and not burn. Maybe overwatered lime gelatin or terrible salad dressing...

If it was fun and creative than that's what the item is for. So definitely some Home Game GM leeway. Next time have them roll a Craft(alchemy) at the item's DC to see if they can paint it correctly ALONG with the paint 15.


I'm going to have to disagree on alchemical items.

Azothath wrote:

Marvelous Pigments CL15 $4000.

the whole last paragraph outlines a bunch of restrictions.
mwk items are mundane(non-magical). Special materials by definition are not normal. Sadly alchemical items are not normal (takes Craft(alchemy)).
As far as the ancient metals go, IMO I'd add bronze, various copper and lead alloys, any primitive material and of course plaster, low fired pottery.

What makes craft (alchemy) "not normal," or any different from craft(armor), craft (clothing), craft (pottery), or craft(weapon)? It is literally listed first on most common craft skills (granted, it's alphabetical) Marvelous Pigments just require a craft (paint) DC 15 check.

bbangerter wrote:
For me, though they are not strictly magical items in the pathfinder universe, they are bordering on a very high level of chemical knowledge (it not outright impossible) in the real world.

But the Star Trek 24th century food-replicator technology effect is just fine?

..any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp

Diego Rossi wrote:
As I read it, normal weapons, armor, and any other mundane item. mean that you can't make masterwork weapons, armor, or the equivalent of masterwork mundane items, i.e. alchemical items with a DC of 20+, mechanical traps with a crafting DC of 20+, and so on. That would exclude most alchemical items. YMMV.

A GM saying some alchemy items are not normal in their campaign, like gun powder in No Guns/Rare Guns, are on solid RAW ground. Items that use, specifically, descriptions of "rare components" would be fair to exclude as not normal. I would suggest that any GM making the Pigments available take the time to look through the equipment lists and decide what is common/normal/mundane for your campaign.

Setting a base DC 20 is problematic for alchemy, they are NOT well balanced. DC20 excludes tindertwigs, tanglebags, casting plaster, vermin repellent, alchemist's kindness, etc. Yet, synthetic mumia(DC14) and chameleon pills (DC15) are less than DC20. And if the party is running around Daggermark, I guess even some poisons could be considered commonly mundane.

/Rant on RAW brought to by UAW (United Alchemy Workers)

Please accept any perceived snarkiness as light-hearted fun.
Alchemy is definitely a tricky aspect of PF with respect to many rules, especially RAW. All the suggestions here are great, depending on the type of game being run. House ruling additional checks (or a higher paint DC) is probably a good way to balance the item, or adding a negative consequence to failing that craft (paint) check.


I grok do u wrote:


bbangerter wrote:
For me, though they are not strictly magical items in the pathfinder universe, they are bordering on a very high level of chemical knowledge (it not outright impossible) in the real world.

But the Star Trek 24th century food-replicator technology effect is just fine?

Well the item needs to do *something* right? The real question is what are the limits? Which as noted is going to be very GM and possibly even campaign specific.

Food replicator of a bowl of gruel? No problem. Replicate a nuclear reactor that a dimension hopping wizard saw in his travels (ignoring for the moment that would exceed the cost value anyway)? Nope. At least when I'm GM.

Back in Star Trek, why do they even have shipyards? Seems like they should just have giant replicators floating in space that can create completed functioning starships out of their energy-to-matter technology. Also no welding, no seams, no bolts/rivets to hold things together. No structural flaws except at the limits of design.

Liberty's Edge

I grok do u wrote:
/Rant on RAW brought to by UAW (United Alchemy Workers)

I fully agree with the rant. The DCs aren't well thought out.

The Pigments have always been a difficult item. They have been inspired by Wile E. Coyote cartoons, I think. If I recall correctly, in older editions they could open a tunnel by painting it.

That said, the painter making better than average items (i.e. masterwork or high DC items) with a relatively easy (DC 15) craft (painting) check seems counterintuitive.
What differentiates between a normal and a masterwork sword when it is a picture? Between colored water and antitoxin?
As a minimum, I would require a Craft (painting) check on par with the DC of making the item with the appropriate skill.


As Diego Rossi points out Marvelous Pigments have a maximum value limit that prevents this from being abused too much. If the players had purchased the items and carried them with them, would you be looking for ways to deny this?

The prerequisite for making the item is major creation, but that does not mean the item shares the limitation of the spell. Considering the duration of the items created with the Marvelous Pigments is instantaneous it is obvious the item works differently. Also, there is nothing in the description of Major creation that would prevent you from creating alchemical items, other than needing to make an appropriate craft alchemy check.

Using oil instead of alchemical fire might allow more bombs, but oil will probably not do as much damage as it does take time to ignite and will tend to spread out and might be absorbed by the ground leading to less damage. Even if you mix in some alchemical fire to ignite the oil it will still not be as effective as just alchemical fire.

Blood burn is basically enhanced acid. Mixing it in with the fire damage does not necessarily mean it will do the full damage. The fire is likely to corrupt or alter whatever is causing the extra damage to undead.

Alchemical Balloons cost 10 GP and can carry 20 pounds maximum. That means you need 1 balloon per 20 flasks. So, you could have about 9 balloons carrying 20 flasks of alchemical fire each. This seems like a lot but keep in mind that a lot of it is going to be wasted on empty hexes.

The players still need to figure out a way to maneuver the balloons and cause them to drop the alchemical fire on the targets.


I grok do u wrote:

I'm going to have to disagree on alchemical items.

Azothath wrote:

Marvelous Pigments CL15 $4000.

the whole last paragraph outlines a bunch of restrictions.
mwk items are mundane(non-magical). Special materials by definition are not normal. Sadly alchemical items are not normal (takes Craft(alchemy)).
As far as the ancient metals go, IMO I'd add bronze, various copper and lead alloys, any primitive material and of course plaster, low fired pottery.

What makes craft (alchemy) "not normal," or any different from craft(armor), craft (clothing), craft (pottery), or craft(weapon)? It is literally listed first on most common craft skills (granted, it's alphabetical) Marvelous Pigments just require a craft (paint) DC 15 check.

...

normal in game terms means mundane or non-magical. This would mean that basic science also gets a pass. Just being non-magical does not mean it is normal or produced normally (the inference is one way).

alchemy ≠ chemistry. The two are quite different as the first is magical/religious while the second is a science. If you doubt that why don't you consult wikipedia or encyclopedia britannica. An alternative would be review chemistry where phlogiston (and thus alchemy) is disproved by Lavoisier(1777) paving the way to enthalpy.
Technologist Feat is required to use the Game's Know(arcana, engineering) on robots and technology, that makes a clear distinction in RAW.
So no, alchemical items are not normal and are not mundane. They are pseudo-magical and produce physical effects/reactions. Thus alchemy is a game conceit that provides rules and interactions for artifacts(things) to exist and function (in the Game) along with classes etc...
All of the PF1 (and D&D 3.5) skills are pre-Maxwell's Equation(1850-1870) and pre-Newton(1704 Opticks){as newtonian physics is far more accurate and precise than the D&D d20 model}. Having to pay only 1 Feat is actually quite cheap considering the jump in technology to imaginary super-science {sadly the mechanics don't improve}. So most things pre-1600 should be considered within the possibility of the skill system.


bbangerter wrote:

Back in Star Trek, why do they even have shipyards? Seems like they should just have giant replicators floating in space that can create completed functioning starships out of their energy-to-matter technology. Also no welding, no seams, no bolts/rivets to hold things together. No structural flaws except at the limits of design.

Have to have *something* for the Chief Engineer to do, rather than just ask the computer to spit out new parts.
Azothath wrote:
I grok do u wrote:

I'm going to have to disagree on alchemical items.

Azothath wrote:


normal in game terms means mundane or non-magical. This would mean that basic science also gets a pass. Just being non-magical does not mean it is normal or produced normally (the inference is one way).

alchemy ≠ chemistry. The two are quite different as the first is magical/religious while the second is a science. If you doubt that why don't you consult wikipedia or encyclopedia britannica. An alternative would be review chemistry where phlogiston (and thus alchemy) is disproved by Lavoisier(1777) paving the way to enthalpy.
Technologist Feat is required to use the Game's Know(arcana, engineering) on robots and technology, that makes a clear distinction in RAW.
So no, alchemical items are not normal and are not mundane. They are pseudo-magical and produce physical effects/reactions. Thus alchemy is a game conceit that provides rules and interactions for artifacts(things) to exist and function (in the Game) along with classes etc...
All of the PF1 (and D&D 3.5) skills are pre-Maxwell's...

Wow! That's a creative way of looking at PF game rules through an extremely Euro-centric modernistic framework to describe RAW. Neither Wikipedia nor Encyclopaedia Britannica is exactly the first rules source I go to.

D&D, PF, and a myriad of other games take inspiration from the real-world ideas of alchemy, including early chemistry, early medicine, and the more esoteric, and they make it into a practical rule set in-game - and explicitly non-magical in PF.

Thanks for mentioning robots and the Technologist feat, as that further supports the idea of mundane alchemy. After all, any PC or NPC with skill ranks in it can use craft (alchemy) sans feat.

Finally, I honestly appreciate the suggestion to revisit real-world history - however irrelevant that is to game rules. Unfortunately, it seems that modernist pseudo intellectuals have been spreading foolishness ever further. People of antiquity were in no way inferior to those of modernity.


I grok do you wrote:
...

I clearly describe what normal and mundane mean in regards to their usage in RAW. I can see where if you just take printed RAW as all there is to the game and your understanding that you'd end up in your fallacy or interpretation based on a very limited and bounded set of information.

In practical terms your stance on this topic does not produce a big impact to the game at mid to higher levels as 2000gp does not translate to a lot of power. It does mean I'll be painting some spellbooks with spells my PCs want to learn. Best of luck.

Liberty's Edge

Azothath wrote:

It does mean I'll be painting some spellbooks with spells my PCs want to learn. Best of luck.

That is an interesting idea.

Next on these screens: "Do you need information? Paint your newspaper."

What is the value of the secrets of your enemy? They have no RAW price, so it is 0. You paint "The Rag. The gossip newspaper that gives you the whole truth." and voilà, you have the information you want.
A bit more costly than a Commune but way more efficient.

;-)


Azothath wrote:


I clearly describe what normal and mundane mean in regards to their usage in RAW. I can see where if you just take printed RAW as all there is to the game and your understanding that you'd end up in your fallacy or interpretation based on a very limited and bounded set of information.

Yes, "normal in game terms means mundane or non-magical," which is fine. No disagreement from me!

You then make the take a big left turn into of incorporating a very specific, modern definition of alchemy, "alchemy ≠ chemistry," which isn't applicable to the game settings or rules any more than the similar discussions over in-game misrepresentations of real-world armors or weapons. The term "alchemy," even in the real world, was applied to paleo- and protochemistry not only in medieval Europe, but also Roman, Hellenistic, Greek, Chinese, Indian, and Arabic early chemical, biological, and physical sciences. You say basic science gets a pass, but then leave its derivation as an exercise for the reader.
As stated previously, I also wouldn't allow a number of alchemical items (based on what I would consider too rare or esoteric in my game), but again craft(alchemy) includes crafting acid and acid neutralizer,
salt tablets, itching and sneezing powders, and matches. I see those as mundane items that are fair game. Now you may find these anachronistic since you are relying on human history on Earth as your basis, but to claim these are items of solely "magical/religious" origin rather than "basic science" seems disingenuous. Do you replace the creation of these items with craft(chemistry), only available taking the story feat: Retrieval of Lavoisier from a Final Blade?

I hear using D20 gameplay in the classroom is gaining popularity, so guess going on quests to discover the ideal gas law, the Nernst equation, and the Henderson-Hasselbach equation is a possibility

Azothath wrote:

In practical terms your stance on this topic does not produce a big impact to the game at mid to higher levels as 2000gp does not translate to a lot of power. It does mean I'll be painting some spellbooks with spells my PCs want to learn. Best of luck.

Yup, dead on my hill!

Congratulations on you marvelously pigmented spellbooks; the illuminated text is absolutely splendid. You see repeating under each spell: Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis...

TLDR; I want my local apothecary to be able to really just be a talented artist who paints her shop supplies every morning.


Checking back in on this to see replies and whatnot to gauge on how best to go forward with this item my party has, and boy howdy did I not expect all of these!

Thank you for all the responses, and I am still thinking of how to go about this since I am not trying to explicitly follow RAW strictly. I want it to be useful for creative ideas but also decently challenging to make use of for those ideas. Needing more than just a craft paint check might be good, making an associated knowledge or craft check to see if they can accurately know how to draw it is one thing I think might be good. But what about the conundrum of drawing an object meant to have liquid in it?

Is it fair to say the container and the liquid are two separate objects? I'm mostly trying to envision how the magic of the item can decipher if, say, a barrel of water contains the water they want it to have and vice versa.

That kind of stuff.

Shadow Lodge

It's magic, so it just works somehow: If you paint a barrel full of mead, you'll get a barrel full of mead. The key here is to not overthink it too much.

That being said, a spell book or a document listing your foe's secrets shouldn't be options...

Generally speaking, Marvelous Pigments are 2,000g worth of mundane gear that you could otherwise purchase normally, so it's only a 'good' item if you can't just purchase items normally (e.g., you are in the wilderness or the middle of a dungeon) and you're willing to essentially pay double the normal price in advance (it is a 4,000g item). If a bunch of alchemical items were actually effective against the party's foes, it's probably a low-level party and the 2,000g resale value of an unused set of pigments would have been enough for a +1 Weapon enchant or two +1 Armor enchants.

Scarab Sages

Just on the Alchemy/Chemistry divide I find myself thinking about the books dealing with Gribbleflotz in the 1632 series. He's an alchemist and it is very much chemistry with him showing how gold is crated by Charlatans and determining the reason modern chemists failed to duplicate some effects is they weren't following the instructions. They read "Mix stone X in solution" and mixed stone X in the solution only for it to fail. He pointed out the X is specific to a region and used that stone rather than the one from elsewhere to succeed then realized it was the contaminants there which caused the specific effect.

Point is all his alchemy was very much chemistry and that's how I see alchemy in this game. To craft alchemic items you need equipment but not the "Brew potion" feat or similar. So to me alchemy is chemistry using items available in the natural world even if that particular one is only possible in Golarion e.g. fire beetle flame sacks or firestone but its only natural chemsitry. On the other hand magical items require magic (feats) to make e.g. brew potion, craft wondrous item.


I gave a (soft) historical date to distinguish between normal & mundane items versus the pseudo-magical produced items above rather than rely on some esoteric decision making for some GMs/readers that want it (yes, I could have been clearer but accomplished my two goals). As it's a Game Balance issue rather than RAW I didn't continue the discussion and avoided more unproductive drama and infantile sarcasm.

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